D&D 4E Is 4E winning you or losing you?

I have already expressed a short negative position, but after reading some of the posts I must say the thing that angers me most is that "3.5 sucks, 4E is the answer, you have to trust us! (yes i said trust because we don't give you enough information to understand how the system works, just enough to advertise it)".

Frankly I'd like to be treated as a paying customer, an habit that "evolving" should not lose; and when I say Paying Customer I mean first of all -I'm not going to re-buy a whole system every few years, then -You cannot start work to a new edition the day you make the current one go gold, hide it, let the announcements "pop out" and pretend I'll trust you further than I can throw you.
 

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Samnell said:
MerricB said:
A monster is not a PC. If it were, then HD=ECL=CR, which it doesn't.
And that's exactly what they should be doing. Yet they're not. Hence my problem. The rules are the laws of physics for the game. If monsters exist in the same universe with the PCs, they should be following the same rules. 3e made great strides in this direction, which 4e is throwing away large swaths of. They've told us as much.

Didn't we have this argument elsewhere?

In short - no, monsters and PCs do not need to have the same creation rules because they serve different purposes. IMHO of course. And when I'm making up NPCs/monsters for my other favorite system (Shadowrun) I would never constrain myself by using character creation system to generate opponents, it's not appropriate. At the same time I'd never allow PCs to freeform create - they have to use the creation and advancement systems. Different tools for different goals.

D&D 4e is winning me becuase they are putting thought into making it easier for GMs to pick up off-the-shelf adventures and run them without prep. The mechanical changes are being driven by reducing the unpredictability of PCs and power levels.
 

Philotomy Jurament said:
The more I've heard, the more I see that the gulf between my preferences and the direction WotC is taking the game continues to widen.

This is about where I am too. I am not against the idea of a new edition, I just don't like many of the design decisions that have been announced, nor do I like the overall design philosophy for 4e as it has been explained thus far.
 

I started out neutral but willing to be convinced, but I've been growing more and more dissatisfied with what I've been hearing.

I suppose one of the big problems for me is that the power level is evidently going to go up again. I think the power level in D&D needs to be scaled back, but that doesn't seem to be in the cards.

I also dislike the DDI idea with the subscriptions and so-forth. I want to buy products and continue to use them without having to pay a fee. I'm ok with a fee-based model for things that actually require being online (like the virtual tabletop) but not things like character generators. That could just as easily reside on my own computer so I could use it even when I don't have internet connectivity. One thing I'm also leery about is the ability to stay with an 'obsolete' edition once this stuff is online. If they come out with 4.5e, will the 4e tools continue to work or will they all be upgraded to 4.5e and those of us who don't care to switch will be out of luck.

I suppose I'm just resigned to the idea that I'm not in the target audience for D&D anymore. I guess I'm finally going to become a grognard. :/ Perhaps I'll switch systems in the process.
 


Dr. Awkward said:
I really liked Ruins of Intrigue, which had practically no crunch at all.
I think Mearls also did Penumbra's In the Belly of the Beast, which I am hoping to run reasonably soon, and which is character-and-plot intensive.
 

jasin said:
I figured the much of the point of "points of light" is to leave plenty of room for individual groups to do what they want without feeling it doesn't fit the setting.
And also to make it easy to world-build on the fly - because there is no pre-determined structure of which account has to be taken.
 

Li Shenron said:
I don't think this D&D is already anymore the D&D we've known. Let's still call it D&D, but at this point perhaps OD&D+AD&D1e+2e+3.0+3.5 were the first era D&D, and 4e is the second era D&D.
I think the differences between 3E and 1st ed AD&D are very significant (I never played 2nd Ed much, so can't comment on it).

In 1st ed character build is an almost insignificant part of the game, and the action resolution rules themselves are a tiny part of play (unless one tries to grapple, pummel or overbear). In the PHB, once one gets through the character build rules and the spells, the bulk of the text tells you not how to resolve character actions, but how to go about preparing for and carrying out a dungeon exploration.

The actual challenge of play in AD&D mostly unfolds through interaction with the GM, as the players (not their characters) come up with ingenious techniques and solutions, and hope that the GM will agree with them.

In 3E character build is a huge part of the game, and the action resolution rules are also hugely important. A big part of the challenge of play is optimising the mechanical aspects of play (good character build, effective use of that character build, knowing when it is rational or irrational to risk an AoO, etc).

It is no surprise that many people complain that 3E neutered the GM - a changed role for the GM is a natural consequence of these dramatic changes to the mechanics. (I also think this is why AD&D, but not 3E, has a reputation for being so prone to domineering GMs - the game gives the GM a centrality to the play experience that is absent from a game in which the mechanics, rather than the GM, take centre-stage.)

In this respect, 4e seems to be continuous with 3E and unlike 1st Ed AD&D - although unlike 3E, it seems that the mechanics are being designed with deliberate attention to the sort of play experience that they will produce when they become the focus of play. (3E, on the other hand, seems to have very much muddled through by intution.) Therefore 4e should be a good game for those who enjoy the ways in which 3E differs from AD&D, but not for those who don't enjoy those differences.

Philotomy Jurament said:
The more I've heard, the more I see that the gulf between my preferences and the direction WotC is taking the game continues to widen.
Given your preference for AD&D and earlier editions, you are undoubtedly correct.

Korgoth said:
So the solution? "OK, we shouldn't have tried to turn D&D into GURPS. We should have tried to turn it into Exalted." But turning D&D into D&D? Perish the thought!

I suspect there is little market for D&D in your sense. People no longer want to play a game which is all about planning and undertaking assaults on dungeons, where every iron spike left behind might mean the difference between life and death. For better or worse, the zeitgeisst has changed. People want to experience game mechanics, both in building characters and in resolving actions.

The suggested social mechanics only emphasise this trend: instead of resolving such encounters among the players with no mechanical system and with the GM's adjudication playing a crucial role, social encounters will now be resolved by a system that will reward those players who can best grasp the mechanics, and best build a character to take advantage of them. We will now see diplomats, as well as killing-machines, being posted on optimisation boards. And social encounters will almost certainly become more important to more D&D games, because they will deliver the experience that players are looking for.

Samnell said:
There's no reason a game should have two different systems, one for antagonists and one for protagonists.
If the protagonists are the PCs, then the system that generates them must generate balanced protagonists, in the sense that all must be able to participate meaningfully in the game. Antagonists, on the other hand, do not need to be balanced in the same way.

This is a good reason for not subjecting monster building to the same constraints as PC building.

On the other hand, it may be helpful if the action resolution rules for the two are in many respects the same (because this gives rise to fewer systems to master). And it is pretty clear that in 4e monsters will have the same sorts of stats, and thus use the same action resolution system, as PCs (ie they will have ability scores, skill bonuses, AC, to-hit bonuses, etc; but probably they will not have the same variety of choices as PCs have, in order to make them easier to run).

The fact that the 4e designers have noticed this reinforces my sense that 4e is being very deliberately build to optimise the sort of play experience that WoTC believes the market to desire.
 

IanArgent said:
Didn't we have this argument elsewhere?

I said as much. I wasn't actually trying to restart it; I don't even intend to continue it. I'm stating my own aesthetic and design preferences here. It's simply on the list of things that, by my lights, 4e is doing critically wrong. It's not a dealbreaker in itself, but it's probably about 75% of a dealbreaker for me. A less robust, less internally-consistent system is inherently less appealing to me. I do want a system where no meaningful rules difference exists between monsters, PCs, and NPCs. 3e made tremendous strides towards this, which are now being apparently abandoned. I saw exactly where "this is never meant for PCs" got us with 2e.

The news I've heard about 4e is, to me, almost entirely bad. Some of it is so perfectly contrary to my preferences that I'd wonder if WotC had a chip in my brain were I given to paranoia. But I know that the people at WotC do enjoy and care about the game, and honestly don't even know my name. I'm not important enough for them to want to torment even if they were inclined to do some tormenting. :) They're just not making the game I want to see made. I want something more like 3.6. Or maybe 3.51.
 

pemerton said:
On the other hand, it may be helpful if the action resolution rules for the two are in many respects the same (because this gives rise to fewer systems to master). And it is pretty clear that in 4e monsters will have the same sorts of stats, and thus use the same action resolution system, as PCs (ie they will have ability scores, skill bonuses, AC, to-hit bonuses, etc; but probably they will not have the same variety of choices as PCs have, in order to make them easier to run).

I don't find monsters hard to run now, and I have run high-level classed NPCs. As a matter of fact, I just had a nice bit of fun yesterday reworking about seven or eight mid-level NPCs and monsters to fit my current house rules. I'm thinking of diving back under the hood and giving them a few more levels and such too.

But enough. As I said in the other post, we've had this argument already.
 

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