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D&D 4E My First 4E Game: Disappointing. Yours? (UPDATED with player feedback)

Ahglock said:
I'm getting multiple sets of the core 3 rules and sadly enough due to pre-conceived notions i don't know if it will be worth playing. One of my players will be a big spoiler, basically anything after the rules compendium is bad to him.

At least he's made it as far as the Rules Compendium. ;) Some guys stopped after AD&D: Skills & Powers.

Ahglock said:
There are plenty of things I did not like in pretty much every edition so far, and 4e won't be any exception I'm sure, but i had fun playing and running them all.

Then it should totally be clear who needs to be sold on the idea. Don't upsell just yet. Wait until you've had time to digest the rules after they come out. That's a problem with this preview stuff. It's way too easy to pick holes in it because we haven't seen the whole thing yet.

Once you understand the rules and see a real value in switching over, politely nudge him in the direction of 4e. Mention how much easier it would be to prep a 4e game (if that is the case). Maybe slip up once or twice with a 4e ruling in the 3e game.

Try not to be too annoying but definitely try to plant the seed. But be willing to back down if he really doesn't want to play 4e -- unless you're willing to risk a confrontation over it. It's apparent that he's the one with the power to swing the group over. So, you'll just have to make do until he hops on board.

Or you could just come right out and tell him (privately) why you want to switch and what the benefits are to you. If they are real, tangible benefits (like not having to spend your whole weekend statting up new NPCs or Monsters) then he should understand in a friend-like fashion.

Or he may perceive you as edging in on his turf and react in a silly, alpha-male fashion. If he's the kind of person who would ruin a friendship over a matter such as this he was either:

A) really into druids
B) really into bards
C) really into barbarians
D) bummed about the Gnomes
E) or not that great a friend after all

So then, leave one of the PHBs with him and give him some time to think about it. Most of these diehard types aren't really resistant to a new edition of D&D so much as resistant of giving up their rules mastery of 3e.

I think that's an understandable position and it's worth keeping in mind whenever we go out evangelizing 4e.
 

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Dr. Strangemonkey said:
I tried it out several weeks ago with a group that had a mix of experienced players and several people who had never played before.

Three of the players, representing a spread across the experienced and unexperienced crowd, were WoW players.

It went wonderfully. Everyone had a fantastic time. The new rules lead to all sorts of creativity with tactics. And things went a lot smoother without grid, board, or minis than was my experience in 3.5e.
I don't mean to threadjack, but could you share any thoughts on how you facilitated gridless play? Assuming you have done so in the past with 3.x, how would you compare the experience? Many people argue that if you can do it in 3.x you can do it just as easily in 4e, but others see the increase in the number of enemies and, especially, the emphasis on powers that emphasize shifting, pushing, pulling, sliding, etc. as factors that could make it more difficult. Did you have any specific strategies for implementing 4e mechanics without a gride? Thanks!
 

SteveC said:
That's really interesting. The GM in one of my games gave that book out to us to help him look up some conditions a couple of times, and there was a lot of stuff in it that still looked rough around the edges mechanics wise. Still, I can see why they wouldn't want to give that out, :).

However, a quick 8-10 page quickstart guide would be lightyears ahead of what we have now. As much as this whole viral marketing thing is working for them, I think it's also creating a fair number of gamers who won't be playing because they have a faulty impression of what the game is.

Just my $.02.

--Steve

Isn't that what that new module is supposed to be?
 

Zil said:
I don't buy this argument. I suspect that when most critics say they don't like the WoW feel they find in 4E, it is because they don't want their tabletop Fantasy Role Playing game to be (or feel to them) too much like the computer game. It's that simple. It doesn't mean they are irrational. I can like peanuts and chocolate, but put the two of them together, and I don't like the result. It's a matter of taste. And if the new edition tastes wrong to many people, they have every right to not eat it without being labeled as irrational. Same as those who like chocolate covered peanuts have every right to like them even I personally have a problem with the combination.
But the fear is irrational. They don't seem to be able to understand what actually makes a computer game and a table top game different. They only look at game mechanics, but they don't have much to do with the differences.


The impossibility to go beyond what the programmers thought up is the weakness of computer games. You can't decide to ally with the BBEG, unless the programmers have thought of that beforehand. You have to follow the plot set out by the game. But this has nothing to do with mechanics. Heck, most of the times you can't even try to scale a wall that's in your way, or swim through a pane of water, unless the programmers have decided you should be able to do so.

Even if a table top roleplaying game lacks a skill system to handle stuff like Swim or Climb, the player can still ask the DM "Can I climb over the wall to see what's on the other side?"
 

Magus Coeruleus said:
I don't mean to threadjack, but could you share any thoughts on how you facilitated gridless play? Assuming you have done so in the past with 3.x, how would you compare the experience? Many people argue that if you can do it in 3.x you can do it just as easily in 4e, but others see the increase in the number of enemies and, especially, the emphasis on powers that emphasize shifting, pushing, pulling, sliding, etc. as factors that could make it more difficult. Did you have any specific strategies for implementing 4e mechanics without a gride? Thanks!

Right, here's the thing. The actual 4E rules could add on layers of complexity, and who knows what play looks like at 25th level vs. 1st level.

So, for the 4E rules lite at 1st level:

It was a lot easier for my group to play gridless, eh, erm, scratch that, correction...

It was a devilish lot easier for me to run it gridless than it has been for me to run 3.X gridless.

My group was different. First of all, I don't know how they feel about grid vs. non-grid in 3.X except that they don't like grids much. So I don't know how they feel about comparing gridless play from one edition to the next since it should just feel like play to them.

Second of all, they really got into maneuvering. They were zipping around the battlefield, flanking things, manipulating distances, and trying to set up cross fire. So I would say they were absolutely having a lot more fun doing things then they did in 4E. Since they were trying more complicated things, though, I don't know how a grid would make that easier for them or not.

It certainly makes the impression that running things was easier pretty interesting since, thinking about it in those terms, the players were trying much harder stuff.

Here's the breakdown player vs DM:

Good Gridless:​

DM:
  • squares made it very easy to compare speeds: 5 vs 6 is easier to read than 25 vs 30
  • OA were a lot easier to figure out than AoO
  • combat advantage is a broad easy to apply concept. Didn't have to think well, he's invisible or he's flanked, just combat advantage, yes or no?
  • Reach seemed to be a lot less of a problem
  • Better Ranged Characters: Warlock, Ranger, et al meant fewer people crowding for melee
  • Movement terms - slide, shift, et al made movement a lot easier to call verbally
  • gridless means no more worrying about diagnols

Player:
  • They loved the new opportunity attacks - the action and movement basis meant fewer worries about positioning
  • shifting made sense to them
  • economy of actions: they thought in terms of action cost rather than haggled over position
  • new movement modes like teleport and warlock concealement made them super happy
  • they loved having lots of monsters to fight, options made them less stressed about position

The BAD or at least INDIFFERENT​

DM:
- This is the first game that makes minis and grid movement interesting enough that I am tempted to try gird heavy combat based on merit over necessity
- I don't have real rules for traps yet. In gridless play I just assigned movement costs to obstacles: damage if you go straight through & speed costs if you go around
- There is a lot of public information, so without a grid I do recommend some sort of board or public sheet you can write conditions, initiative, and some positioning on:
Brian Horfrost: Init 16, concealed, flanked by Kobold 3 & 4
Kobold 4: Init 18, bloodied, flanking Brian
- There do tend to be more monsters than one, this has tradeoffs and is not too bad.
- There are far better ways to do gridless movement and play, but none that have ever been remotely featured in D&D.

Players:
- They really hated speed in squares. I prefer abstract units since I can assign feet or meters or whatever and the comparative speeds stay the same. But it just annoyed them until I set a standard.
- They did have to ask a lot of questions until I put the white board up, but this is normal for gridless play, IME.
- They got concerned about weapon ranges, since I wasn't it worked out fine.
 

That said, they'll make the switch to 4e, because I'm the GM, and I will invite them to upgrade or leave -- but still.

That seems a bit inflexible to me.

I've been playing RPGs since about 1977. After downsizing a bit, I still own about 60+ different RPGs. I don't try to force my fellow players to play any particular game or genre. If what I want to run isn't their cup of tea, I step aside and let someone else run a game.

Result: I'm playing a nice PC in a 3.0 RttToEE game, and I can create campaigns at my leisure. If/when someone likes the sound of a game I propose, I'll run it. I don't feel the need to antagonize players in order to play an RPG.

******

As for 4Ed ? WoW...I can't say that, since I don't play any. What I can say is that certain aspects of what I see- like healing surges- remind me of arcade games and old solo computer rpgs I've played.

To me this isn't a comment meant to imply that 4Ed is somehow inferior because of this, just difference. However, videogame/arcade game/computer game elements are things I don't welcome.

And as stated elsewhere, I'm still on the fence, and won't decide until I peruse my preordered Core 3 later this year, but I'm a bit more apprehensive about 4Ed than any other revision of any RPG ever.
 


Dannyalcatraz said:
That seems a bit inflexible to me.

I've been playing RPGs since about 1977. After downsizing a bit, I still own about 60+ different RPGs. I don't try to force my fellow players to play any particular game or genre. If what I want to run isn't their cup of tea, I step aside and let someone else run a game.
You're assuming that they will run their own games. If they don't, what do you do?

In my group, everyone has to DM. Everybody has his own campaigns, and everyone can choose his game system of choice for his own game. If we really get annoyed, we might speak up, but since it's only 1 out of 4-5 game sessions, it usually doesn't matter that much. We know that some of us are better DMs than others, though.

DMing is a special responsibility, and it is more work then just optimizing your PCs class, feat and skill choices over the weekend. I think DMs have the right to choose what they run. If it doesn't work for their players, than they should provide alternatives - or just go.
 

Kishin said:
I think you're reading way too deep into things. His tone came across to me as very honest. I highly doubt the intention was to antagonize.

What's wrong with him wanting to share his experience?

It wasn't 100% glowing support of 4E?
 

Magus Coeruleus said:

No problem, I'm a little bit worried that I didn't answer your specific questions really well.

I should note that I had been prepared to grid, but did not.

And that I think, at least in the Raiders of Oakhurst Adventure, the multiple monsters presented a fair amount of tradeoffs in terms of gridless combat.

To be fair I've run as many as 20 monsters gridless in 3.X and it ran ok, so it's possible to do even in a very grid friendly game.

I'm still sketching maps, mind, but only sketching.
 

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