I don't get what you'all are saying

ExploderWizard said:
Explaining aggro mechanics,minions, wondering why healing potions don't work without surges, wondering why, if the powers are so balanced that a wizard can't prep two of the same encounter power?-stuff like that.

I don't really see anything that's aggro enough to warrent any confusion?

Fighter marks someone by distracting them.

Your fighter is so trained in the art of combat that merely taking all focus off of him for a moment gives him a better shot at killing you.

Agreed. I prefer the feel of pre-3E worlds myself. I don't bother with full stats every NPC. Everyone in the world plays by the same rules though. A monster is a monster. There are no 15th level badass fighters with 1 hit point.

I guerss that's the fundamental difference? I don't care how many hitpoints something has or what level it is. Outside of combat they are what they are the stats never enter my head.


I have mixed feelings about this. Simple stablocks are good but removing all non-combat material was not so good. It is totally about thier monsterness now.

What did they remove?

The old definition of "monster" was anyone or anything the PC's met. Now its only a bag of stats to fight. There is no logical explanation of why 2 creatures from the same tribe are so different. Both are 6 HD, one is tough as nails and the other is a minion? You can't explain how a 1hp critter survives to adulthood in a violent humanoid tribe. 1hp is 1hp, the poor thing can't survive by just not thinking of himself as a minion.

Because the stats only matter to me when they are actively effecting the PCs. Other then that... The King does king stuff. If I start thinking about the stats... I'm no longer imersed in the game world.
 

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Remathilis said:
There can be a problem with too much open-ended flexibility in a game though...

Sure. I don't think your objections carry much weight though, at least not from my perspective.

1.) It was entirely possible to build a character that "sucks". a ftr1/rog1/clr1/wiz1/sor1/brd1/bbn1 is not equal to ftr7. Even a wiz5/clr5 was not equal to a wiz10. This isn't the "trade-off between versatility and focus" because there is no combination of 3rd level wizard + 3rd level cleric spells that even remotely came close to a 5th level wizard spell.

Yes. And? So it is possible to build a character who is sub-optimal. Why is that bad? Some people like that sort of character, and aren't always focued on seeing if they can get the most plusses.

I played a lot of the B5 CCG. The bulk of games were "standard" - get the most power and win. But on a regular basis, Precedence would run "social" tournaments in which the focus was on who provided the table with the most fun - through role-playing, doing interesting things, or otherwise engging in what might be termed "suboptimal" strategies (like the guy who sponsored cards that he could use the first letter of to spell out "Zathras" over and over).

The "social" tournaments were a blast - why is a game that ostensibly all about role-playing deciding that that sort of game element should be eliminated?

2.) It was possible to "too narrowly" focus your PC. A lot of later PrCs (for example) became "monster hunter" classes (giant killer, dragonhunter, undead slayer) which posed two problems: a.) the presence of a slayers chosen foe made any encounter with said foe meaningless (and any series of encounters a cakewalk) and b.) made the slayer PC useless against any other type of foe. So your undead slayer PC was bored to death in Against the Giants due to the lack of any option beyond " roll to hit" while the rest of the team sat around watching the undead slayer deal triple damage against nearly everyting in Castle Ravenloft.

Yes. And? Why is having the option to specialize bad? its a trade-off. Sometimes it works, sometimes it doesn't. Having only choices that always pay off is dull.

3.) False choice. Assuming your game spent equal time in and out of dungeons, how welcomed was a rogue without search/disable device? A cleric who negatively channeled? A wizard without evocation and/or conjuration? A fighter in only a chain shirt and rapier? A paladin loaded on mounted combat feats?

We had pretty much all of those in the games I played in. They were fine. Heck, I played in a campaign with a rogue with a 7 Strength, 12 Dexterity, no search/disable device and who traded away his sneak attack ability for sage like skills. He was one of the best characters in the campaign. When he died, and was replaced by the player with another "standard" style character (a dwarven cleric), the rest of the party went out of its way to get the original character raised from the dead so he could go back to playing the rogue.

This lead (at least in my experience) to players often choosing the "optimal" builds for PCs: rogues with maxed out search/disable device, fighters with power attack. etc. It also lead to PCs seeking out feats/PrCs that didn't "dilute" them from their role: rogues avoided long PrCs without Search/DD as class skills, etc.

Maybe in your experience, but not in mine. The thing is, in 3e you could play the maximized character with all the "best" options, or you could play something less focused, and the system supported both as viable options. In 4e, you don't have that choice.

4.) The CR system: The CR system assumed four reasonable PCs of a given level. However, we've shown its easy to build unreasonable PCs. That meant the CR system collapsed under its own assumption. A CR 11 dragon might be a good challenge for a 9th level group of PCs if you assume a plate-and-greatsword fighter, a battle-ready wizard, a sneaky/SA rogue, and a positive-energy/healing cleric. Against a diplomacy-heavy bard, shifter-druid, an archery-ranger, and necromancy-heavy sorcerer, that dragon is a MUCH more difficult challenge.

yes. And? If you have the second party, you have to have a DM who notices the type of party he is dealing with and takes that into account. So they face lower CR foes than the "normal" optimized party. I don't see this as a big problem.

The only defense to this is to chuck CR as a measure of power and (hopefully correctly) make your PCs face enemies of CR lower (or higher) than their level but appropriate to their power-ranking. Tailored vs. status quo. Pretty soon, status quo become meaningless and your game's power level begins to look very askew compared to my generally-core-looking game.

So? Where is the problem?

So in the end, while 3e offered lots of "choice" much of that choice was bunk anyway, and people tended to focus on optimal builds anyway. Why not make that standard?

Because a lot of people like to play something that isn't a combat optimized character and would like to have that option?

All that said, I think the "restricting" of options is really just the culling of poor options masquerading a "viable choice". Is it more limiting? Sure. Will that be fixed down the road? I'm certain. However, I'm glad to know I can again look at a PCs class, race, and level and have an accurate measure of his power level and abilities without needing to know every feat, PrC and skill point allocation.

Sure, but that is the consequence of eliminating player choices. I like choices more than I like certainty. If I wanted to have this kind of certainty, I could have simply stuck with playing 1e or OD&D, where a 7th level fighter is pretty much the same as about every other 7th level fighter and a 9th level thief is about the same as every other 9th level thief and so on. I moved to a more flexible game because I wanted flexibility. For me, as I said, 4e is a step backwards in this regard - it just gives me what I could have had if I had stuck with older editions of D&D: limited choices and more "certainty".

So why switch to 4e, when I already had that in 1e, but decided to opt instead for 3e? If I want that sort of experience, I'll just play 1e again.
 

Edena_of_Neith said:
Hey there, FireLance. Nice to see you again. :)

I remember something like that back in OD&D. Elves were always fighter/wizards. Halflings were always thieves. Dwarves were always fighters.

But we were able to work around those restrictions. We had fun in spite of those restrictions (and heh, we overthrew those restrictions, when we got tired of them! :) )

Is this not possible in 4E?


I think, and hope, its more "Why should I switch to 4E and figure out how to make and play my favorite character concepts when I am already ahppily doing ti with the system I already own?"

I mean why does anyone really need to switch to 4e? There is no "need". Either the 4E rules set works for you best, or it doesn't. Another thing is 3E has been the "best game ever" for over 6 years. Well, if so many people love 3E and how it works, why would they want to switch to 4e?

Supposedly 3E was an improvement over 2E (in a lot of ways it is), but is 4E as big an improvement over 3E? It doesn't look like it. The only thing it significantly improved is how approachable 4E will be to totally new players who have no experienced DM to guide them.

I don't see 4E monster or NPC design as an improvement, I see it as what I was doing for the last 3 years I played 3E out of necessity. To make DMing easy enough to be worth it to me to run games. Its easy to only worry about what is important and forget all the meticulous extra. I didn't need 4E for that, and neither do any other 3E DM's, they know how to do it in 3E already.

Plus 3E DM's have already "fixed" their issues with magic, spells, etc....

So what I think is the real issue people are having with 4E is they are realizing there is no need to go to 4E. It isn't necessarily better than 3E. It is just a different rules set that provides a different game experience. Is it better? Only if you like the feel of that new game experience better than what you get out of 3E.

So I think the real problem for 4E is that it isn't a significantly better game than 3E, so fewer people are being convinced to give up 3E for 4E.

Besides, there is so much more to be explored with 3E and its derivatives. True 20 is a pretty cool approach, and has a lot of strength because of it. Then there is Mutants and Masterminds. There are tons more. There is TONS of stuff people haven't taken the time to check out in 3E yet, and its worth checking out.

So why move on to 4E? Only if you find the game play significantly more enjoyable than what you have with what your doing right now.

That level of improvement is not there for me, so I am staying with what I am happy with. I can only assume others are realizing this for themselves as well.
 

I shared a number of the concerns of the anti-4E crowd, but quickly discovered that a lot of it just doesn't seem to come up in play. It's like a mosaic. When you pick at it you have a lot of little odd shaped colored bits that don't fit together and don't really look that nice... but then you step back and you see a picture.

Now you might still not like the picture. I don't think everyone who dislikes 4e will be magically "fixed" by a few sessions with the new rules... but I have to say I like how it plays (with limited play time).
 

Storm Raven said:
So it is possible to build a character who is sub-optimal.

No, it's possible to build a character is sub-par.

Sub-optimal is performing at less than perfect performance. You are still helpful to the party.

Sub-par is performing at less than standard performance aka dead-weight. You are not helpful to the party.
 


Mourn said:
No, it's possible to build a character is sub-par.

Sub-optimal is performing at less than perfect performance. You are still helpful to the party.

Sub-par is performing at less than standard performance aka dead-weight. You are not helpful to the party.

That is a meaningless distinction, and one that really doesn't actually add anything to the discussion. I've played in and DMed for plenty of groups that had characters that could be described as "sub-par". Those characters added a lot of fun to the game, and in many cases were among the most popular and memorable characters.

Also, pure combat effectiveness is not the only thing that is important about a character. Having a game system try to "protect" me from this type of "undesirable" character is simply not a welcome change. Like I said before, if I wanted that sort of game play experience, I could have been playing 1e for the last eight years.
 

Storm Raven said:
Yes. And?

Ok, lets get the classic canard out of the way: The DM can tailor the game to suit the player choices. Duh. I can run a level 1-20 game using only half-elf commoners with proper DM adjudication. If I built a game completely around social-political intrigue or other-non combat elements, or never use a monster above CR 8, or never plan on using a module as written, then there is no problem.

However, if you DO plan on trying to run a game close to the normal expectancy, you have a lot more work. A single sub-optimal character robs the group of a vital element that could be the key to victory or simply survival. Lacking a particular element (trapfinding, for example) puts the DM in a tough spot: do NO enemies ever put traps on stuff because the PCs can't detect/remove them, or do I play "gotcha" at every trapped door?

IMHO, I'd rather know that a PC of a given class meets certain expectations so that I can design adventures with what's best of the story or setting, not nerfed to meet some PCs nontraditional build numbers.
 

Storm Raven said:
That is a meaningless distinction, and one that really doesn't actually add anything to the discussion. I've played in and DMed for plenty of groups that had characters that could be described as "sub-par". Those characters added a lot of fun to the game, and in many cases were among the most popular and memorable characters.

But would you run said character through, oh, Expedition to Castle Ravenloft? What if the DM wished to run said module only to discover his "sub-par" PCs would be destroyed by it?
 

Remathilis said:
IMHO, I'd rather know that a PC of a given class meets certain expectations so that I can design adventures with what's best of the story or setting, not nerfed to meet some PCs nontraditional build numbers.

As a DM, I'd rather have the players create the characters they want, how they want them to be, and then build the campaign around these characters, rather than try to shoehorn pre-defined PC "roles" into what I think is "best for the story".

I would much appreciate advice on how to build a campaign around specific PCs rather than having the game nerf the player's choices for PC creation. In that regard, 4E fails compared to 3E because it obviously makes the latter choice.

What relates to the PCs, and through them, the players, in the strongest terms is what is best for the "story" resulting from the actual game session, IMO.
 
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