Cbas_10 said:
4E has (for now) lost me.
I've been reading about it and will continue to do so (hoping that I'll return to a bit of optimistic anticipation); however, there are many elements of the new version and missing elements of the current version that all add up to a game I'm not really interested in. I could be wrong, but I'll hit a few points that I've either read about or think about after putting what I've read into context.
Character Customization: I'm not really sure what all of this means when they say characters will have defined roles, players will know their place in the game, and all that. To me, it feels like we are telling players, "You play a fighter - you kill stuff. You play a cleric - you heal us. You play a rogue - you find stuff." I may be oversimplifying things, but this is how 4E sounds to me. Skills and feats play a LARGE role in my games and my player characters. Those items are what mechanically separates the archer from the tank; the thief from the scout; the healer from the warpriest. (yeah, yeah....there are tons of prestige classes and alternate base classes for all that, but our group likes to stay with the basic stuff - it works just fine for us) I just get a bad vibe about what characters are going to be. At what level will we have creative freedom over the customization of characters in 4E?
Monster Customization: The ability to add templates, mix in class levels, advance Hit Dice, and tweak an individual monster's feats and skills....those points are what sold me on 3E and continue to be one of the most exciting parts of the rules for me today. That stuff might be in 4E, but the people at WotC keep touting the ideas that specific monsters will have specific roles and be at specific power levels. What if the theme of my adventure is goblinoids? I can fill hundreds of encounters through every CR with various goblins, goblinoids, and related critters (worgs, tauric templated things, and more!). Do I still have this creative freedom in 4E?
There are no sacred cows that I'm afraid of losing. The beholder change is irritating (not because of the change; rather the reason: to make it simpler to run. If a DM cannot run 11 different eye rays on a monster, I guess he never runs NPC wizards?....), but games change...things are gained and lost. Life goes on. The only thing that seems to have been lost that I really will miss....and is something that some call a Sacred Cow....is the social dynamic of the game. Characters have strengths, and they have weaknesses. Some things they excell at, and other things they are totally inept at dealing with. Thus, you have a group that cooperates, stands together, helps each other out, and behaves more maturely than a gaggle of MMORPG icons on a screen doing the best to get more loot than the icon right next to them. It seems that aspect is being sapped out of the game.
Everyone is equal...no more inherent weaknesses...you know your role...the situations you face will be properly constructed for you...you will advance faster and need not depend upon anything beyond your own power to thrive....
Ew.....seems like an Orwellian nightmare to me.
You know, they've said that the whole "character roles" thing is mostly a tool for newbies by which they can say "you're a wizard? Well, here's what you're good at. Fighter? You're good at this other thing," so that they know what to expect. I also don't really think that they've eliminated weaknesses. Wizards are probably not wearing much in the way of plate mail, and they probably also don't have the HP of a fighter. Fighters are probably not that great at teleporting around or attacking twelve enemies at once. I'm also not seeing why having characters that don't necessarily need a cleric in the group to survive makes the "social dynamic" any different. I expect that you will still need to operate as a party to survive, and I never put much stock in the standard four-member all-bases-covered party in 3.x anyway. It certainly wasn't necessary then. I don't see why it should be made necessary now. If anything, being able to choose a character without worrying about who else is in the party makes it so that you end up with a mixed bag, and you must work out the strategies for that particular combination.
Also, I'm not seeing much that indicates the level of freedom to design characters, in either direction. There have been a few things. First, fighters can customize their abilities based on what weapon they specialize in. Second, wizards have implements and traditions to mix & match. That's really all I can remember seeing so far, and if you throw feats on top of that you have quite a lot of customization for those two classes. I expect that we'll see something similar in most of the classes. I think that customization is one of the priorities of class design, based on what they've said and what I've seen.
As for encounter design...in 3.x the encounters were supposed to be balanced for the party level, so I don't see how that's a major change, except that they're describing what looks like a more forgiving system. So you may, in fact, have an easier time of challenging a party for many levels on the same monster. It might actually be a simpler task of putting together a goblinoid-focused campaign, if only because it's not so important to stick class levels on them in order to beef them up once the party has gone through the goblin-hobgoblin-bugbear trajectory.
I've been trying to stay out of this thread as much as possible, just to see what people have to say, but I have to wonder if some people have been reading the same previews as I have. While I don't think everything that's coming is super great (eg. PHB tieflings), I do think that most of the concerns above have actually been answered by the articles presented so far and supplementary comments on those articles. However, I keep seeing the same complaints over and over again.
I can understand a lot of the negative feedback. However, it seems weird when people complain about things they imagine might be in the game, on the chance that it'll turn out to contain elements that they are afraid it might contain, but there is no real basis for imagining that it'll contain those elements. It's also weird when people complain about potential problems that have been specifically mentioned as things the designers are trying to fix or avoid. I'll give 4E's detractors their criticisms of the fluff changes, the spellcasting mechanics, PHB races and classes, action points, the changes to saving throws, or a bunch of other things that might be good or might be bad, depending on who you ask. But so much of the criticism amounts to "I'm afraid it'll be bad, so I condemn the changes," that it's getting a little tired.
edit: Also, do you really, seriously believe that 4E will eliminate "the challenging encounter"?