D&D 4E How would 4E improve my game?

I am considering the purchase of the 4E core books once they come out. However, I want to know if the expenditure will be worth it.

I like to run my games fast and loose with the core books and only a few additional books. I don't usually use minis, and use pencil sketches on paper if a map is really necessary. I like my magic mid-power (neither low-magic nor high-fantasy) and I like having mundane elements in my setting so that magic stays a bit magical by contrast with them. I prefer fast-paced play with minimal page referencing. And I'm having great fun DMing my current 3.0E campaign.

So, would 4E make my game run faster or smoother, have more options without encumbering me or the players, or in any way make my game significantly more fun to play than 3.0E?
 

log in or register to remove this ad

Well, we can't really know any of this until the whole game is out.

However, there's such a wealth of preview information, that you could very easily run a game right now and see how it plays. Based on what I've read and seen (haven't playtested myself) I think 4e was built to do the things that you want. But it's really up to you to try and decide for yourself.
 

It sounds like it's going to be a better system for "fast and loose" DMing than 3E was, but I'm not sure how well it runs without minis. The developers say it can be done, and I don't doubt them, but it sounds like the game will play much better with minis. Then again, that's the way I feel about almost all RPGs.
 

Shades of Green said:
I am considering the purchase of the 4E core books once they come out. However, I want to know if the expenditure will be worth it.

I like to run my games fast and loose with the core books and only a few additional books. I don't usually use minis, and use pencil sketches on paper if a map is really necessary. I like my magic mid-power (neither low-magic nor high-fantasy) and I like having mundane elements in my setting so that magic stays a bit magical by contrast with them. I prefer fast-paced play with minimal page referencing. And I'm having great fun DMing my current 3.0E campaign.

So, would 4E make my game run faster or smoother, have more options without encumbering me or the players, or in any way make my game significantly more fun to play than 3.0E?

This is not a fully informed response, but as far as I can tell, comparing 3e to 4e:
Fast and Loose: 4E wins
Core and Only Few Additional: Tie
Don't Use Minis: Tie
Mid-Power Magic: Tie
Minimal Page Referencing: 4E Wins

If you're having great fun with 3.0, I'd suggest not hurrying to switch over. I do find 4E a much easier system as a DM (less of a big jump for players), so I'm rushing to get it and I do think you'll like it _from the sounds of things_, but there's no need to hurry if you're happy with 3.0
 

On the minis thing, I think it will be hard for some characters (those who depend on a lot of shifting 1 square etc) to fully shine without a battle grid with tokens at least. But that was true of 3rd so if you are used to it and your players take that into consideration when choosing powers then I don't think you will lose anything on that point.

On magic items, with the math more standardized there has been mentions that you can go without magic items entirely so long as you give the equivalent bonus that the magic items appropriate for the PCs level would impart. This has a hand wavy feel but it is magic, and magic is all about hand waving.
 


I think we've covered the 'without minis' angle pretty well - it's just as difficult as 3e. I think I might be changing my opinion about magic level with 4E winning a bit more. It's a lot easier to moderate the amount of magic in the game for 4E without damaging the balance of the classes and the game itself.

So, another win for 4E there.
 

4E's general design philosophy is more in line with a fast and loose playstyle, at least compared to 3.X. For example, right there in the rules it says that powers that key off of eliminating or hitting an opponent require that the opponent is a credible threat. There's no "bag of rats" BS in 4E. The rulebooks--particularly the DMG (from what I've heard)--are full of guidelines like that: loose rules that encourage the players and DM to be cool, and just focus on playing the game as opposed to focusing so much on exact wordings and fiddly bits.
 

If you can run 3.0 without minis you can certainly run 4E. I would argue that both 3 & 4 are designed with miniatures in mind, but that doesn't make them absolutely neccessary. I did a very complex fight in 4E on Thursday without using minis.

Overall it ought to do everything you're looking for. You'd have to judge it for yourself though.

Oh yeah, magic-wise, (just like Character Levels) it appears more powerful at first, but doesn't increase as drastically. For example, you have PC's tossing around Magic Missile at-will, but Gauntlets of Ogre Power (a 5th level magic item) seem pretty weak to a 3.x eye. They give you +1 to athletics checks and let you do 5 extra damage (ONCE per ENCOUNTER) That's alot weaker than before, but it's better than NOT having them, isn't it?

Fitz
 
Last edited:

RE: low magic campaigns. I really like how the monster math (and by extension NPCs) doesn't rely on a plethora of magic items to make them effective in combat.
 

Remove ads

Top