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Played Basic D&D for the first time in over 20 years last night...

That's the similar hunch that I have. So often I see 4E players look too much at their powers and they hamstring themselves into thinking that is all they are allowed to do. Or they look at their skill numbers and think they must roll whenever they interact. My group's struggling with roleplaying lately and I'm convinced we need to re-learn how to roleplay.

As mattcolville says, put your PCs into situations that can't be solved with powers and skills, or at least not just with powers and skills. Here's one I tossed at my players the other night: A force of 300 banshees is on its way south, to wipe out one of its master's ancient rivals. On the way, it's going to pass over your hometown. The banshees are fairly clever (not mindless undead) and will kill anybody they see, and even if you mobilized every man, woman, and child in town to fight alongside you, you could not possibly win against three hundred banshees. What do you do?

The "unbeatable foe that has to be out-thought" is one technique. Puzzle scenarios go over well with some players and very badly with others, but they're another way to get players to look past the character sheet. And a third is the situation where the players have to decide what they want to accomplish. You're on an important quest, and come across a ruined town with a dragon lairing in the remains of the lord's castle. Do you try to kill the dragon and take its stuff? Do you talk to it and try to get some information about your quest, maybe even persuade it to ally with you? Do you try to nick some of its hoard without it noticing? Or do you just move on?
 

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I wonder if 4E Essentials with its somewhat stripped-down power system (no dailies for Martial characters, less conditions to track, no marks, etc.) might mitigate the "playing the powers instead of playing the world" syndrome.

But that was a problem I had back with 3E also: "roll to see it". No matter how thoroughly you 'search' the room descriptively, whether you find the map behind the mirror comes down to how lucky you roll on the D20. I think they called it the "D20 System" because there was no point in doing or saying anything besides just tossing the D20 and hoping.

That's not how it had to be played, I'm sure. It's just how everyone always ran it, except maybe me.

Anyway, for me the game is most fun when it challenges the players. Anybody can roll a D20 and get lucky. The interesting part is the decisions that the players make.

An example I like to use from my Tekumel game: the party fought their way through an expensive-looking tomb guarded by undead. They beat the monster that arose from the sarcophagus. But there was not treasure to be found. There was a pit leading down, but they figured there should be treasure on the tomb level. One player proposed to search the sarcophagus for hidden buttons. "You cannot tell in the flickering light of the torches. Do you wish to climb inside and get a closer look?"

See to me that was an interesting moment. Does he take a risk? It could be trapped... it could even close up on him and turn him into an undead. But ceteris paribus there should be treasure for the tomb. Ultimately he decided to take the risk, which opened up another area that claimed a life but yielded rare magics. But he might have left it alone, and several things would have been different.
 

Back 6 or 8 months ago, I put my players through an AD&D delve using The Ghost Tower of Inverness, C2. Including character generation, it took only 2 sessions to complete. The players had a great time, and I had a great time DMing it.

We went back to our long running 4E campaign, with the understanding that when it is completed(we're entering Epic now), we'll be taking several months off to play lighter systems like AD&D and Savage Worlds.
 

Wow, lots of great comments here...

My story is really very similar. I was elated with 3e, because it seemed to fix so much of what was arbitrary or outdated in 2e. And as it turns out, I should've just kept on playing 0e, because that version of the game is way more congenial to my freewheeling play-style.

I started to drift away from AD&D in the mid-90s, as I grew increasingly frustrated with how restrictive and "unrealistic" the system was. I became quite enamoured with GURPS, as it was so flexible and "realistic," and it allowed for nearly limitless customization. All of the rules seemed to "make sense," unlike AD&D. Almost nobody that I knew was very interested in trying to play it, however, and I think I only managed to get a couple of people together to try it once or twice. I did a lot more reading RPG books than playing in those days, so a lot of stuff sounded really nice in theory, but I got few chances to see how they played. When D&D 3rd Edition game out, I was ecstatic, as you said; it seemed to fix all of those arbitrary out outdates stuff from 2e. It took a lot of what appealed to me about GURPS but kept it within the more familiar classes-and-levels paradigm of D&D that most people seem to find more approachable. I especially loved how monsters were now built using the same rules and stats as PCs. I will note that I still spent far, far more time reading D&D books than actually playing the game throughout most of 3e's lifespan and probably only played (as a DM or player) less than two dozen times during that 8-year period.

I've just come off of DMing a game session where the players have explored about 90% of the Keep on the Borderlands (only a few rooms in the Chaos Shrine remain). It's really stunning, I think, how compared to the more combat-focused editions, the auld game is really more about exploring and interacting with the game-world. It feels like it's more about having adventures than fighting battles.

Great observation, and my wife made a similar observation on Sunday: in the 4e game, it felt like the game was primarily about the rules in combat situations, whereas in the Basic game, it was about the gameplay and just having fun going on adventures. She said that in the Basic game, exploring ruins and fighting monsters flowed together quite naturally, but in the 4e game that it felt like we were playing two separate games where the combat game takes up 80% of the total time.

As for quirks and arbitrary rules... well, I give credit where it's due. Since I spent so many years playing 3e, some of that d20 System game design philosophy has become second nature. So when I play 0e, I still do a lot of tweaking and streamlining to make the rules simpler.

I'll likely do the same thing as well. One really nice thing about "classic" D&D is that it's easier to make these type of changes without upsetting the balance of the whole system.

The last few replies here start to go in a different direction, so I want to split my response into separate post.
 

You've describe the sort of thing that's making me look back at AD&D 2E for my future fantasy RPG needs.

I realized when I played AD&D 1st Ed. at Gary Con II last March that just because the games were old, it didn't mean they were bad. I found player creativity was more focused on the world and trying out new things in the older editions and less on how to wring out the most number of bonuses from all the fiddly bits of the rules (because there were fewer fiddly bits to begin with).

I remember being able to create a more-or-less complete scenario in about a day's work for D&D and AD&D 1 & 2. In 3E, NPCs would sometimes take me a day by themselves! 4E made encounter design much better, but I didn't really enjoy playing the game (DMing was OK, though) and found that the people played with were too distracted by all their powers and figuring out how best to tweak their power sets and equipment (same problems as 3.X, just a slightly different direction).

I missed the HUGE variety of settings from 2E, Planescape, Spelljammer, FR, Greyhawk, Al-Qadim, etc. etc. Everything I thought was wrong with 2E, I found was really misconception when I started reading through it again; the system is way more flexible than I remember and the modular rules make it easier (IMO) to change one thing without breaking something else.

In honor of D&D's roots, I'm going to run a Rule Cyclopedia game at Gary Con III next March. It's going to be a lot of fun.
 

The complexity was the turn-off for the players

But for the moment, my feeling is; it's just intertia that must be overcome. You just have to get your players into the habit of roleplaying and they'll do it.

Present them problems that can't be solved by fighting. That's probably the biggest thing. If you're not putting situations, preferably involving people (people are more interested than things) that can't be solved by fighting, then your players will default to using their powers.

This is very good advice, and it is something that I have tried to accomplish in both the 3.x and 4e games which I have run. There isn't any reason why players can't engage in the same kind of roleplaying and problem-solving that they do in old-school D&D. When your character sheet has just your name, class, level, basic ability scores, saving throws, and equipment it puts you in a very different mindset than when your character sheet has all of that plus lists of skills, feats, situational modifiers, attack powers, utility powers, etc. Just glancing at the Basic D&D character sheet gives a different impression as to what the game is about than glancing at the standard 3.x or 4e sheet. A stack of power cards draws attention away from the actual character sheet during combat and (in my games) have sometimes come to exclusively define "what you can do in combat." Obviously, this isn't an objective truth and is entirely about the players' approach to the game, but I've seen it come up fairly often.

The funny thing is that some of my players found that their characters had an overwhelming number of options available to them in 4e and had trouble deciding what to do. But in the Basic D&D game, without an explicit "menu" of in-game actions, they were coming up with all kinds of things to try out. So the game that, on the surface, features far more options for players ended up being far more restrictive than the game that is considered by many to be too restrictive in terms of player choice.

That's the similar hunch that I have. So often I see 4E players look too much at their powers and they hamstring themselves into thinking that is all they are allowed to do. Or they look at their skill numbers and think they must roll whenever they interact. My group's struggling with roleplaying lately and I'm convinced we need to re-learn how to roleplay.

Running a one-shot Basic D&D adventure (or short series of sessions) is a pretty great way to re-learn how to roleplay. Or at least, I'm re-discovering that it is.

Keldryn,
Now that your players know they can approach an obstacle without considering their skills, feats, or powers, do you think you'll try to play 4E again with that mindset incorporated into it? I'd be interested to learn if a session or two of a rules light system would be a refreshing reminder to the players that they're really just limited by their imaginations or if they would devolve back into playing only from their character sheets.

I'm not sure yet if we'll try to play 4e again.

The fact that players were engaging in more creative problem-solving and in less looking up numbers on their sheets was really just a side benefit to the whole Basic D&D experience. That wasn't even on my mind when I suggested that we try a one-shot session of Basic. It was the overall complexity of 4e play -- and how half of my players were struggling with it -- that prompted my suggestion.

Since I made the original post, my wife admitted to me that this game was the first one that she actually enjoyed playing. She enjoyed the social aspect when we were playing the 4e game, but she didn't really enjoy playing the game itself. She thought that it was too complicated and that there were too many rules to remember. She said to me that it felt like the game was all about the rules, but the Basic game felt like it was actually about the gameplay. She felt far more relaxed in the Basic game, as she didn't feel overwhelmed by options and wasn't afraid of doing the wrong thing. My sister's boyfriend thought that his Slayer in the 4e game was too complicated (which isn't something I read very often on this board), with two at-will stances, three encounter powers (power attack, human versatility, second wind), and action points to worry about. So the Basic D&D Fighter is much more his style.

Players normally love leveling up, but for these two players, their joy was short-lived, as they found out that they needed to pick a feat and a utility power when they hit 2nd level. I suggested feats that just gave a flat bonus to something (Expertise), but neither was thrilled about having yet another power to consider.

I think that part of the problem, especially for my novice players, is that 1st level 4e characters play much more like 5th level characters in earlier versions, in terms of the number of abilities that they have. Most classes have two at-will powers, one encounter power, and one daily power. All characters have second wind as an encounter power, and most races have an encounter power. Many classes have a feature which acts much like an at-will or encounter power (majestic word, hunter's quarry, etc). So it isn't uncommon for a 1st-level character to have 6 or 7 different powers to understand and learn how to use effectively, and that's actually a really big barrier to learning the game. I think that if I were to do it over again, I'd try starting with just basic attacks and encounter powers for the first session, and then gradually introduce at-will powers (basic attack with a little extra), daily powers, and action points one at a time.

To be honest, as the DM I've been struggling with 4e's complexity as well.

For example, an encounter against a goblin patrol in 4e is more interesting than an encounter against a group of 1-7 hp goblins in Basic, at least on paper. However, I also need to remember that:
  • All goblins can shift one square which is triggered by a missed melee attack (which is similar to but not the same as the kobold's Shifty ability)
  • Goblin Warriors do extra damage with ranged attacks when they move 4 or more squares.
  • Several types of goblins (but not all) do extra damage when they have combat advantage, and others do more damage when bloodied.
  • The Hexer has one at-will hex, a roll-to-recharge hex, and an encounter hex that all have different effects plus they have an ability which is triggered when an ally's Goblin Tactics ability is triggered.
  • The Acolyte of Maglubiyet has an at-will that makes it invisible to its target until the ned of its next turn, an at-will that can slide the target or immobilize the target (until the end of the Acolyte's next turn), and an aura 2 that prevents creatures within from regaining hit points.

Yes, I looked up all of that in the Compendium as I was typing this, as I don't remember the bulk of that even though I used them when running The Slaying Stone. No, I don't have to use all of those different types of goblins in one encounter (which I didn't), and if I have trouble remembering all of the fiddly powers, I can just use simpler goblins that don't have them. However, in that case, you often end up with a monster with virtually no interesting abilities and a whole lot of hit points.

I appreciate the design ideas that went into making all of the monster stat blocks self-contained, rather than requring the DM to look up spell-like abilities in a different book. This might be another one of those things that I like better in theory than in practice. I can quite easily wrap my head around a patrol of 5 goblins (1-1 HD) led by a 2nd-level goblin Fighter (2d8 hp) and a 3rd-level goblin Magic-User (3d4 hp, with magic missle, shield, and web memorized). More esoteric spells or spell-like abilities will likely need to be looked up, but if they are the same spells that the players use then I can ask the Elf's player to look up details on a spell if I need it. With each monster potentially having a list of unique abilities, we end up with a proliferation of abilities which are often similar enough to cause confusion but still different enough to want to make sure I get the details right. If a monster has a ranged magical attack that is very accurate, just make it a magic missile, because I know what that does.

So two of the four players found Basic D&D far more enjoyable, and I enjoyed DMing it far more than I did the 4e sessions. My wife said that I seemed a lot more relaxed and that the adventure flowed more smoothly (even though I was less well-prepared than when running the 4e games). The other two players said they had a lot of fun and that it didn't matter to them whether we continued with 4e or Basic D&D. My wife and I both thought that they seemed like they had more fun with Basic as well, but we could just be seeking confirmation of how we felt. :-)

If we go back to 4e, I will certainly try to run it more like a Basic D&D game. However, I find that when I DM a 3.x or 4e game, I inevitably forget about a lot of story elements and slack off on the descriptive narration because I need all of that "brain space" to focus on the rules and game mechanics. I'm sure that truly great 3.x and 4e DMs have the rules down so well that it's effortless and they can focus their attention on the story aspects, but I'm either not experienced enough with those rulesets or I just have a limited capability to juggle rules and story in my head at the same time. It definitely feels more like the latter, as I haven't played Basic D&D in over 20 years nor have I played AD&D for over 10 years, yet DMing a Basic D&D game felt natural as can be.
 

I'm not sure yet if we'll try to play 4e again.

...

To be honest, as the DM I've been struggling with 4e's complexity as well.

...

So two of the four players found Basic D&D far more enjoyable, and I enjoyed DMing it far more than I did the 4e sessions. My wife said that I seemed a lot more relaxed and that the adventure flowed more smoothly (even though I was less well-prepared than when running the 4e games). The other two players said they had a lot of fun and that it didn't matter to them whether we continued with 4e or Basic D&D. My wife and I both thought that they seemed like they had more fun with Basic as well, but we could just be seeking confirmation of how we felt. :-)

When I look at the above, then I read this:

If we go back to 4e, I will certainly try to run it more like a Basic D&D game. However, I find that when I DM a 3.x or 4e game, I inevitably forget about a lot of story elements and slack off on the descriptive narration because I need all of that "brain space" to focus on the rules and game mechanics.

I would challenge your reasoning to go back. Basic may not be your ultimate destination, but it has shown you the style of game you and your players do enjoy. 3.5 and 4e are great systems for some people. It sounds like it is a constraint to you, not an enhancement.

yet DMing a Basic D&D game felt natural as can be.

This tells you all you need to know. Follow this direction and see where it takes you!



As an anecdote, I just finished running a Savage Worlds campaign and I occasional play in others. We restarted a 3.5 campaign under another very good DM. One player could not make it and I picked up their Druid to run for the session. Ugh - it about killed me. I preferred to play without the extra firepower of that PC because my whole session was my nose in a book trying to pick meaningful spells (9th level PC). In SW, a couple of minutes of looking over the character sheet and I would have been ready to rock.
 

Glad your having fun rediscovering the older editions, OP. As an oldschool DM myself, I love watching the players come up with creative ways to get around obstacles, defeat powerful monsters, etc, all without a single power card. If you give them room to stretch, they will! :cool:
 

I'm not sure yet if we'll try to play 4e again.

The fact that players were engaging in more creative problem-solving and in less looking up numbers on their sheets was really just a side benefit to the whole Basic D&D experience. That wasn't even on my mind when I suggested that we try a one-shot session of Basic. It was the overall complexity of 4e play -- and how half of my players were struggling with it -- that prompted my suggestion.

Yeah, I see what you mean. If you all weren't happy with 4E to begin with continuing to enjoy Basic sounds like a great fit!
 

Our group made a similar switch recently. After a decade of 3e and 4e, the simplicity of playing a retro-clone was a breath of fresh air. And it's definitely the right fit for some of the group. But... in the long run, the lack of options just feels unsatisfying to me.

3e and 4e have turned out to be interesting gamer psych experiments. 3e had rules to cover most situations, some of them quite complex (I shudder to think of the Jump skill). In the spirit of the game, DMs should have felt free to house-rule the game to suit their tastes, as they did before. And yet, a noticeable percentage of people felt that they had to follow all of the rules and couldn't change them.

Also in 3e, for whatever reason (perhaps the assumed ability to purchase magic with money) decision-making started to boil down to "what spell(s) can auto-solve this situation, and how can we get our hands on them," IME anyway.
 

Into the Woods

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