Vaalingrade
Legend
That wouldn't have stopped this.Starting to think this should have been a "+" thread.
That wouldn't have stopped this.Starting to think this should have been a "+" thread.
A man can dream.That wouldn't have stopped this.
This is another of those WTF? things for me, because a party that is unaware of the large tactical difference between Orcs and Hobgoblins, should be getting their clocks cleaned! Hobgoblins get bonuses to their defenses for massing up, and thus require specific tactics to defeat (if you let them all line up in a formation, you are screwed, or you better have some serious AoE damage potential). Orcs OTOH are very nasty when given a chance to charge into battle, and when killed up close get a final 'dying strike', which means you do NOT want to let them charge into melee with you! (there are a couple types of each monster with slightly different roles, I'm generalizing a bit, but these are the SIGNATURE abilities of each race).And what you say of 5E is what I find to be true of 4E. And I tried - hard - to create greater diversity. 4E monsters were generally built on a very similar core with a few random abilities that were less definitional and more incidental.
I have a very clear recollection from about 6 months into the 4E era when the group of PCs were wading through a room of foes, slaughtering minions and pushing on to the big boss ... when one of them commented they were going to kill the orc on the right. Another player said, "You mean the hobgoblin? We're fighting hobgoblins, right?" They argued back and forth for a few seconds then turned to me. I had a confused look on my face, apparently, because a third player said, "I'm pretty sure he didn't say what we were fighting, just that they were shadowy brutes."
It wasn't that people were confused or made assumptions - it was that most of us never even noted that we'd failed to discuss what type of monster it was. It was just - interchangeable. That was the moment I realized that 4E would never be the D&D I'd known for so long.
Its a bit of a familiar problem. I thought it was MUCH worse in AD&D though, where there just isn't such a thematic component that can work to help you (though GMs did figure it out to a degree).I once ran an adventure in 4e where the players entered the Feywild and had to deal with the Goblins there, the weakest of which were level 11 Minions. They were surprised to fight Goblins, and wondered why they were so tough, but what I told them was, they were in the realm of an Archfey who did not want them there, so the very land was trying to kill them with harsh weather, and sapping their strength, so it wasn't just a case of the Goblins being stronger, but they were actually weakened (without me nerfing their abilities or anything).
It turned out fairly well, though I will admit, by this point in the campaign (I'd started them at level 1, and now, a year and a half later, they were level 12) I was starting to see a problem with challenging the group.
Their abilities synergized well, and there were a few encounter and Daily powers I was starting to dread, because they tended to turn the difficulty of what I was hoping would be tough battles inside out. Having already played a level 22 character in Scales of War, I knew this wasn't going to get any better over time.
Too many high level creatures basically had to have "cheater powers" to represent a threat, such as immunity to conditions and other abilities specifically designed to counter the players. I put my game on hiatus while I tried to brainstorm a better way to handle this (daze is a common debuff on player powers. If I use an enemy immune to daze, in my mind, at least, it's basically punishing a player for not taking another power, and it's not like they can just change powers willy nilly).
Unfortunately, WotC threw in the towel and removed all the online tools before I could get back to it, so that was the end of that game.
That's a very important change that I think needs to be made to not just 4e, but every version of D&D; not enough testing is done with high level play, and the "solution" seems to always be "just let monsters ignore player abilities", either through immunities, "I just save at this time" effects, or special abilities that completely neuter characters, like debilitating auras, huge AoE's that inflict negative status effects, off turn actions, multiple actions, and even negative status effects delivered by regular old attacks.
A lot of times, it can feel like the player is actively being punished for being given new abilities, which kind of confuses me. If your game can't handle giving someone a once per fight ability to give an enemy vulnerability to damage (one of the party Cleric's big "solo killer" powers), why did you give it to them in the first place?
I thought that when created the thread, but I like to hear ideas opposite to mine when they are argumentative and not just furious rabble. Even if I do not agree with the contradictory, arguments helps me to review my own ideas.Starting to think this should have been a "+" thread.
Fair enough, though the posts full of "4e didn't have things that it totally did" can really wear one down and make them not even want to respond.I thought that when created the thread, but I like to hear ideas opposite to mine when they are argumentative and not just furious rabble. Even if I do not agree with the contradictory, arguments helps me to review my own ideas.
Anyway, of course the idea was not start an edition war, even because I like 4e, 5e and even 3e, just in different ways to like something. And despite all the flaws, real or imagined, 4e had, I think it (still) has a great potential if "redone" in the right way. But the "right way" is different to each person and the thread is also an attempt of a very curious man (myself) in learn the tastes of other people, other tables.
So, while the thread remains civilized, even if we all do not agree with this or that, I see no need to be a + thread. All I ask is just that, let us be all civilized and respectful when discussing anything![]()
The heartbreaker that exists in my head does this, but it goes for something more like....Aside: In some respects, 4e would have been a pretty neat basis for a Magic the Gathering TTRPG, with six power sources for the five main colors and colorless: Colorless (Martial), Red (Chaos/Elemental/Primordial), Green (Primal/Life), Blue (Arcane), White (Divine/Astral), Black (Shadow).
It's not how I would redo 4e, but it could see how the 4e World Axis and its associated powers could have been brought in line with Magic the Gathering.
I agree, but I think where people actually got bollixed up was that they were absolutely used to the master problem remover/blaster that was the trad wizard. WotC comes along and tries to make a controller wizard, but they had trouble because they couldn't bear to totally reimagine it. So, you have this guy that sorta blasts things, but with the idea of moving/slowing them, or maybe making them go around the bad thing, etc. That WORKS, but it LOOKS LIKE A BLASTER in a fiction sense, and it was easy to sit down with 4e and just think, OK, fireball, that's my offense, Sleep for being more quiet, and pick the Staff, and basically try to build blasty the wizard. It FAILS UTTERLY. I mean, I've seen some real hard fail 4e wizards that just sat their trying to do their mediocre damage and not getting why they had little impact.Hmm, I'd understood it as multiple target damage, battlefield shaping, and debuffing/position control/action denial. Would there be something else you think would aid in clarifying the role? (and/or did I misunderstand it?)
Oh, my gosh, my utility wizard near broke the game! lol. It was a bit later, so I had some added options. I took the tome implement and then extended spellbook, and the Wizard Apprentice Theme. I had spells and rituals coming out my ears. I often had 3 choices of which power to take on a given day, and when I leveled I just kept adding fun stuff, like alchemist, and various feats that give you more access to stuff. I started collecting potion formulae, making scrolls, other consumables, etc. Pretty soon we were going into battle buffed to the gills, invisibly sneaking the whole party into a fort, etc. And the great part was, my character still kicked ass in combat. It got to a point where the GM was starting to wonder what exactly would happen when I got to take the Paragon and Epic tier feats and stuff that buffed rituals up even more (not to even imagine Sage of Ages and etc.). Summoning also turns out to be rather nasty, especially if your party optimizes for it, though that aspect of my character wasn't so crazy. Still, this was an excellent way to get to use combat powers in almost ANY skill challenge.It was there. Maybe not codified as rules, but... with 4e, monsters were given roles for how they would work in combat, not as anything else. Rituals were way in the back of the book, whereas spells were listed right with the classes. And there was no real way for me to make a non-combat, utility caster (all of the utility spells were actually combat buffs), for instance, or even a simple illusionist who never inflicted true damage. I can do that in any other edition. Again, maybe they corrected that in later books, but that wasn't there from the beginning and it turned me off.
I toyed around with a heartbreaker before, though I reduced the number of attributes to four: Might, Agility, Intellect, and Spirit. My workaround for including Psionic was to essentially separate the Intellect-casters (Mages) from the Spirit-casters (Mystics), likewise the Warrior was the Might-class and the Rogue was the Agility-class. (I can't remember how the classes were called.) So the Blue Mage was more of an Arcane Wizard while the Blue Mystic was the Psion. And one could extend this for the other Colors as well.Psionic would have just one class: Monk. Instead of having a focused list of options like most classes, it would have the ability to build into whatever you want, but at the price of potentially being garbage because you didn't build wisely. This embraces both the transcendent-enlightenment idea of the Monk in particular and Psionics more generally, and gives Psionics a clear and obvious mechanical difference. I imagine the more "Warrior"-inclined Monks might be flavor-able as doing Green Lantern style hard-light constructs to protect themselves and others, but I wouldn't mandate such flavor, since the whole point is to support the player doing what they want to do.
I would probably prefer having Red be Primordial Chaos rather than Martial and to keep Martial as "colorless," but this is your heartbreaker you are talking about and not mine.Edit:
Note that this means "Elemental" is not a distinct power source, but something shared, mostly between Primal and Arcane. The one power source that would basically never use "Elemental" powers would be Martial, because that's just not really what that source does. Likewise, being "party-friendly" is something centered in Divine, but also found in Martial and Primal--it's mostly or totally absent in Arcane and Shadow because those are the paths to power that have the least care for collateral damage. Etc. Weapon-keyword attacks would be centered on Martial, with Shadow and Divine also getting a lot of them, and Arcane/Primal getting relatively few.