Removing homogenity from 4e

What's wrong with cake and eating it too? I value both highly and I don't think anyone's been taking the either/or line on this.

Best Regards
Herremann the Wise

Maybe not in the strict sense, but many have taken the position that it either has variety in mechanics or it doesn't have variety, ignoring that variety can come from other places.

I don't know that you can have your cake and eat it too. A lot of the good points of 4E come from how smoothly it runs. 3.5E's arcane complexities and endless options got in the way of a silky smooth running game in my experience. Just like 3E couldn't be balanced without tearing down the whole system, I don't really believe that 4E can be made so you can break the mold without losing what makes 4E special to those who like it. FWIW, 4E is still very complex and has a multitude of options(compare it to AD&D or oWoD/nWoD), and toes the line between having a lot of fiddly bits to play with and a smooth running game. Sometimes, 4E does cross that line(though I would argue that 3.5E never bothered with the line and just embraced its clunkiness). I don't think there is a lot of breathing room to fiddle with 4E without gumming up the works. It really is built around balance, and if you disrupt the balance it leaves a big gaping hole.

In an ideal world, some people would play their game, and others would play their own. In our world, only one of these games gets to be the current edition of D&D, and the current edition of D&D brings many advantages. Not being on board the current edition of D&D means you lose out on those advantages, but there's really no fix for that.
 

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Power structure is one of 'em. But there's also the mechanics themselves: as a wizard, you made your enemies roll dice to prevent you from wreaking havoc. As a rogue, you made percentile rolls and tried to avoid most kinds of combat (which you weren't that good at, except in the DM-subjectively-fiddly Backstab). This is sort of the difference that the 3e rogue tried to carry over (as the skill-monkey). There's the way you learned and accessed wizard spells through the vancian system and the way you learned and accessed thief skills throug point investment. Your approaches were different: thieves went in under the radar and ran away when discovered, wizards would cast a spell, and run away after that.

Now, it wasn't all good, but the other extreme that we have now isn't really great, either. It's well-balanced and dull, which is just the opposite problem of poorly balanced and varied.
Right. So what are the good or at least neutral differences that are lacking 4e?

Some of the issues you mentioned seem easy enough to fix: returning to monsters making "defense rolls" against the wizard's spells is a fairly simple change which does not really mess with the underlying mechanics of the system.

Some others are a direct result of the 4e philosophy that everyone should be able to contribute to combat. Hence, there are few abilities that are focused on avoiding combat and running away.

Others may be more complicated, but not impossible to add into 4e: for example, you could have a Skilful Rogue class feature (perhaps replacing Rogue Weapon Talent) that gives him a small number of bonus points +1 every odd level that he can assign to his trained skills to increase his skill modifiers.
 

re: Fireball vs flamestrike

Er, there's about as much difference in the fireball/flame strike in 3e as there in 4e.

3e Fireball is a 20' radius/ long range d6 per caster level damage spell that needs Line of Effect. Available to wizards by level 5 and caps by level 10

3e Flamestrike is a 10' radius/40ft high cylinder medium range that does d6 per caster level damage that doesn't need line of effect. Available to druids by level 7 and clerics at level 9 and caps by level 15.

Assuming I had access to both, main difference in play I found was that flamestrike's was that you didn't need Line of Effect thus you could set up behind a wall of force or such effect and go to town.

(Never really found a situation where the added "height" of the flamestrike made a tacical difference and unlike 2e, where flamestrike might be your only attack spell, in 3e, I wouldn't bother using flamestrike against a fire resistant foe since you had so many better options)

4e fireball is an area burst 3 within 20 squares that does 3d6 + stat damage to ALL creatures that on a miss does half damage. Available to wizards at level 9

4e flamestrike is an area burst 2 within 10 squares that does 2d10 + stat damage plus 5 ongoing (save ends) to ALL ENEMIES. Miss does half damage but no ongoing. Available to clerics at level 9.

The biggest difference is that fireball you actually have to worry about your teammates whereas flamestrike allows you to slam it down even when your teammate is right there. Furthermore, there's lots of options/incentives to modify the save ends portion of the spell for flamestrike. You can increase how much damage the ongoing does and also affect the actual save ends throw. Whereas a wizard wouldn't really care about this if he had a fireball.
 

I think the PHB 2 classes add a lot more "inhomegenity" to the game.

The Spirit Shaman conjures a Spirit aid to his help. The Druid can shapeshift. The Barbarian has Rages.

Everything still fits in the At-Will/Encounter/Daily scheme, but there can be no mistake about that - even before playing the game - that these classes are different.

I think the "mistake" in homogenity is not really in the combat aspect, though. I think once you play the game, the characters still play very different from each other. You make different tactical decisions based on your classes abilities and even build.

The "mistake" is what KM notes -the similar abilities out of combat. It essentially boils down to the skills you have. A few utility powers (and at least with the Monk, even some attack powers) might add to that, but most of them seem more aimed at combat.

So I'd try to add more class features and maybe a new group of powers that belong to the specific class. Kinda like the SAGA and d20 Modern Talent System, but with _no_ combat relevance.

The Wizard gets free rituals every 5 levels. That's neat. But there could be more - the ability to perform rituals faster or cheaper or both, for example. The ability to research a ritual instead of buying a scroll or ritual book.

The Ranger could get "Bounty Hunter" features that aid him in tracking down a target. Or he gets travel-related features.

The Fighter and Warlord might get some features in regards to gaining followers.

The Rogue might be able to enter rogue guilds and be better in finding someone taking the PCs loot, getting better deals out of it, or ensuring they find something at all.

Of course, this can still be done in the current system to some extent - class specific feats could grant such abilities. But that also means you have to choose between combat and non-combat feats, and we know what this typically leads to.

It seems better to "silo" such abilities - they come as class features or class talents where the player has only choices between these "story"-related features.
 

I feel the need to point out that, every single time someone states "NO, 4e HAS LOTS OF VARIABILITY, YOU JUST HAVEN'T PLAYED IT," they immidiately bring up combat.

What.

Maybe I'm bizarro, but in many of the games I play, there's a lot of non-combat stuff going on, and I've found that the earlier your edition, the more the classes are different. I mean, KM compared a 2e thief - based on his own unique thief skills that nobody else shares - and the 2e wizard - based on his own unique spells and spell system that wasn't shared.

And the comparison given back is "Yeah well, if you make two class that shoot things with bows, they're the same."

What.

Sure, the classes have different powers, but that's only applicable in combat. Once the fighting starts, it suddenly becomes a jRPG where you're a single man walking across the map, waiting for random encounters.

So, to answer the thread's question on how to make things more distinct, I'd say that the key lies in giving classes things that other classes cannot do, and to base that around out of combat mechanics. Yes, skill challenges have made it so everyone participates. The problem is, everyone participates. At no point do you shine. You're just a member of the blob that is "The Party." While you don't want to make it so that each player all but has their own private session, I think 4e went too far and made so that players don't feel like they shine on their own.

Until the battlemat comes out :\
 


I disagree with ProfessorCirno (personally I should add.)

I like the fact that out of combat, that a wizard could be the party face.

I like the fact that the fighter could be the party sneak.

Throwing that out so that everyone has their own little minigame is not attractive to me as a DM. I don't really tailor my adventures to assuming certain classes are present since, by and large, any class can do the sneaking/face talking/searching.

Sure, a ranger is going to better at tracking (Expert Tracker feat) if he focuses on it, but I'm quite glad that even a wizard can do so now if they expend the effort (via Skill training/Focus)
 

Yes, skill challenges have made it so everyone participates. The problem is, everyone participates.
Oh no!

They've gone and turned D&D into a game where everyone can participate in a meaningful way!

Quick! Better stop them before they do something really radical, like making the game enjoyable at all levels!
 

I disagree with ProfessorCirno (personally I should add.)

I like the fact that out of combat, that a wizard could be the party face.

I like the fact that the fighter could be the party sneak.

Throwing that out so that everyone has their own little minigame is not attractive to me as a DM. I don't really tailor my adventures to assuming certain classes are present since, by and large, any class can do the sneaking/face talking/searching.

Sure, a ranger is going to better at tracking (Expert Tracker feat) if he focuses on it, but I'm quite glad that even a wizard can do so now if they expend the effort (via Skill training/Focus)

Like I said, the big issue there is that the classes become completely interchangable outside of combat. The problem isn't that wizards can track, but that they can, with almost no cost, become just as amazing as rangers. I feel it should be allowable to, say, make the wizard able to track people like a ranger, but that it should come at a cost to the wizard.

One of the aspects that I think is problematic here is the 4e style of multiclassing. At first I thought 4e was going to go for 2e multiclassing, which I still - perhaps foolishly - honestly love. But it's some kind of weird not 3e not 2e variant thing.

The problem isn't exactly with multiclassing as much as the way the classes are set up. There are almost no class-based non-combat activities. I think this is one of those things where people go "Couldn't you have borrowed this from Star Wars Saga? :\" The talent system there allowed for a lot of diversity within classes, and for a lot of cool non-combat related abilities and tasks. 4e, on the other hand, is very much ALL COMBAT ALL THE TIME with a few vague nods towards skills every so often as far as abilities, items, and feats go.

Again, the issue that others have mentioned, is that the BIGGEST problem with solving the homogenuity is that it's hard coded into the system itself. So how do you solve an issue with a system that's hard wired as such? You just lay your solution on top of it. I think the best way to alter the game to fix the problem is to simply add to it. Give classes some kind of ability or bonus towards doing something out of combat. Rangers can do some form of tracking that other classes can't, to give an example. These non-combat bonuses can be gained possibly as a feat that's linked to the multiclass feat (I'm unsure on how balanced this would be, mind you). That way, you can still have your wizard who can track like a ranger...it just has a cost to it.

Oh no!

They've gone and turned D&D into a game where everyone can participate in a meaningful way!

Quick! Better stop them before they do something really radical, like making the game enjoyable at all levels!

That's not in any way what I said, and you know it. Good try at shutting down a conversation with personal attacks, though.
 

What's wrong with cake and eating it too? I value both highly and I don't think anyone's been taking the either/or line on this.

Best Regards
Herremann the Wise
Exactly right

I have both now and I'm happy staying with that.

Rather than either/or, it is more accurately:

variety in mechanics, variety in tactical play, simplicity
PICK TWO
 
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