Salvageable Innovations from 4e for Nonenthusiasts

I typed "arcane" into the compendium and grabbed the first creature (of hundreds). Sorry about the formatting. As you can see, each power has keywords.



Human Street Entertainer
Medium natural humanoid , human
Level 1 Skirmisher XP 100


Initiative +3 Senses Perception +0
HP 29; Bloodied 14
AC 15; Fortitude 12, Reflex 14, Will 13
Speed 6

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Quarterstaff (standard, at-will)
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Weapon

+6 vs AC; 1d8+4 damage.
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Blunder (standard, at-will)
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Arcane, Charm, Implement

Ranged 5; +4 vs Will; 1d6+5 damage and the entertainer slides the target 2 squares.
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Vicious Mockery (standard, at-will)
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Arcane, Charm, Implement, Psychic

Ranged 10; +4 vs Will; 1d6+5 psychic damage, and the target takes a -2 penalty to attack rolls until the end of the entertainer’s next turn.
Z3a.gif
Surprising Shout (standard, encounter)
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Arcane, Healing, Implement, Psychic

Ranged 10; +4 vs Will; 2d8+5 psychic damage, and the target is dazed until the end of the entertainer’s next turn.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +6, Arcana +7, Athletics +6
Str 10 (0) Dex 12 (+1) Wis 11 (0)
Con 13 (+1) Int 14 (+2) Cha 18 (+4)

Equipment: leather armor , quarterstaff .

Edit: I'm not sure why Surprising Shout has the healing keyword, since it doesn't heal hitpoints, grant temporary HP, or otherwise actually heal.

Do the monsters in the original MM have those notations?
 

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Do the monsters in the original MM have those notations?

Wow you make a really good point here as I go to look at my MM monsters. It seems they had much sparser use of keywords to start with (just cold, fire, gaze, etc.) I can't find a single caster in the original MM that has the arcane or divine keywords. In H1, Kalarel's powers all have necrotic, but none of them specify arcane, divine, or shadow, for instance. In fact it seems the first super prolific use of keywords on powers was in H2, where the casters do have all the proper keywords.

I see now why we were on different waves with regards to 4e keywords. I just had never noticed it before (the keywords rarely come up in play except for resistances and immunities or if an adventure or my notes specifically call them out, i.e. homebrew anti-magic zones).
 

Wow you make a really good point here as I go to look at my MM monsters. It seems they had much sparser use of keywords to start with (just cold, fire, gaze, etc.) I can't find a single caster in the original MM that has the arcane or divine keywords. In H1, Kalarel's powers all have necrotic, but none of them specify arcane, divine, or shadow, for instance. In fact it seems the first super prolific use of keywords on powers was in H2, where the casters do have all the proper keywords.

I see now why we were on different waves with regards to 4e keywords. I just had never noticed it before (the keywords rarely come up in play except for resistances and immunities or if an adventure or my notes specifically call them out, i.e. homebrew anti-magic zones).

I didn't think I was crazy. And apparently I'm not the only one who realized a problem with that approach. :)
 

4e has made use of some brilliant ideas, but I'm not certain that WotC has made the best use of them.

I am partial to the idea of healing surges, though my own Shake it Off is very different. Same concept, different beast.

4e Cosmology? http://www.enworld.org/forum/d-d-legacy-discussion/86639-cosmology.html
4e Rituals? http://www.enworld.org/forum/d-d-legacy-discussion/97608-spell-question-speak-dead-6.html; http://www.enworld.org/forum/d-d-legacy-discussion/96893-rituals-before-spells.html
4e Dwarves? http://www.enworld.org/forum/general-rpg-discussion/137567-my-worlds-dwarves.html
Force others to move? http://www.enworld.org/forum/d-d-legacy-discussion/152928-shadowfist-build-comments-please.html

The tiers of play come from BECMI.

So, yeah, lots of ideas in 4e I like!

RC
 
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I didn't think I was crazy. And apparently I'm not the only one who realized a problem with that approach. :)

On that note, do you have any comments or suggestions wrt my 4e spellthief? I know you don't play this edition, but I mean come on, you inspired a cool 4e power without even trying. I want to see if I can get anything more from you along this same line.

Thanks.
 

On that note, do you have any comments or suggestions wrt my 4e spellthief? I know you don't play this edition, but I mean come on, you inspired a cool 4e power without even trying. I want to see if I can get anything more from you along this same line.

Thanks.

Stealing an at-will seems pretty potent. Something that also strikes me is that monsters generally have recharging powers, rather than encounter or daily usages.
 

2) Some Monsters Just Need Killing: Are there really a lot of DM's that needed this advice? If you are running any kind of simulationist world (something 4e supposedly gets away from) you know that most things out there are mooks.

I find this conclusion surprising and objectionable. The more simulationist my game is, the less the difference between major and minor characters become. Sure, this poor mother of six is destitute and incapable in a fight, but she can offer the king some very good advice on how to manage his children.

Basically, the more simulationist a game becomes, the less NPC-ish the NPCs become. There are np NPCs in the real world, after all. This was also one of my main realizations from live role playing - there are no NPCs in a LARP.

"Some Monsters Just Need Killing" works somewhat well from a storytelling perepective and very well from a gamist perspective, but to me it is anathema to a simulationist.
 

You know, this thread has been very educational for me.

It's done two things:

1. Clarified why I dislike elements of 4e.
2. Clarified how those elements can still be good.

I notice that the things I don't like about 4e are the "gamist" elements that pull me out of the moment and emphasize "this is a game." I think 4e is fun, but I have trouble maintaining immersion.

I don't like: how healing is done in 4e, forced movement, weird stuff that triggers off of seemingly unrelated things, minions as they're done, marking, in combat versus out of combat specifications and some other things that make it really feel "gamey" to me as presented.


Before people get upset at me for getting all negative, there's a pretty big but coming.


BUT each and every one of those are great ideas if they had balanced gamist with simulationist, and some people have mentioned in this thread how those things could be toned down.


Healing: I love fully designating HP as separate "engery points" rather than hit points, as Herreman Suggests. 4e does this, but blends it with wounds as well. Right direction, but not far enough here, I'd say.

Forced movement: much better than the only real option in 3e of bull rush, but again, needs to be toned down, as mentioned by others. If it were to only happen when I were next to someone, it'd feel much more real to me.

Weird stuff that triggers: I love the idea mentioned of "I do x and y AND z happen". I love anything that involves other players when it's not their turn. I dislike it when "I hit that guy, you heal 5 damage" where hit points still somewhat represent wounds or "I hit that guy, you get to move". If it makes logical sense, then I'm all for it. e.g. "I hit this guy you're flanking me with, you get an attack."

Minions as they're done: a lvl 20 minion should be a MAJOR threat to a level 1 character. It should not have 1 hp. Minions are a fantastic idea, and I love them as done at lower levels. Why not give level 20 minions, say 1/4 of the hp of other baddies of the level, or 1/10th? Just give them few enough hp that a character of that level can one shot them.

Marking: Again, I like it, but too "gamey" for me. I like the idea of taunting enemies and also the idea of being able to harry them (harrie?). I don't like it when it is explained simply as "marking" without an obvious roleplaying mechanic or reason, and how the same mechanic requires different descriptions in different situations. (I taunt Joe the orc, I tempt the ooze into attacking me).

In versus out of combat: Some things make sense for this, like rituals. However, I don't like that many of the in combat things don't (or at the least, don't seem to be written) so that they can be used out of combat. I'd like more clarity on that. e.g. if I have a freezing blast attack, can I freeze water with it? Can I chill my ice tea? Can I freeze part of a lake? A bathtub? Etc.


What I dislike most about 4e is powers, specifically that they seem written for combat only. I do like the idea of cool at will, encounter and daily balance. I hate it as a roleplaying convention. Nothing in the game breaks my immersion so much as this. However, I think there's something to it.

First, it would have to be more carefully addressed. It's easier with magic, but the whole "the fighter can only do this once" deal needs to be carefully written so I can understand WHY he can only do it once. Herreman's hit points would be useful here...rather than once per encounter, it might cost hit/energy points...so you only want to use it once or twice before you get to recharge energy. You CAN use it more, but you'll be knocking yourself unconscious to do so.


When it comes down to it, 4e has some really neat stuff in it, but there was a decision that the rules could be divorced from the fluff, and that people would make up their own fluff at each moment. This is a feature (rather than a bug) for some players of 4e. I think it went too far in this direction, and it also allowed for designers to envision rules that take some serious effort to describe in a roleplaying sense. If I'm spending time at the table trying to figure out how I just did what I just did, I'm pulled out of the game.

So, my epiphany is that I actually like a lot of the skeleton of 4e, but not the flesh...and some bones would have to be broken and reset, but I could potentially like a 5e based in large part on 4e. That's a surprise to me.
 

I find this conclusion surprising and objectionable. The more simulationist my game is, the less the difference between major and minor characters become. Sure, this poor mother of six is destitute and incapable in a fight, but she can offer the king some very good advice on how to manage his children.

Basically, the more simulationist a game becomes, the less NPC-ish the NPCs become. There are np NPCs in the real world, after all. This was also one of my main realizations from live role playing - there are no NPCs in a LARP.

"Some Monsters Just Need Killing" works somewhat well from a storytelling perepective and very well from a gamist perspective, but to me it is anathema to a simulationist.

You're going to have to explain what you mean, I do not follow you in the slightest. How would you simulate Aragorn without putting him in a battle against orcs he can easily defeat? "Some Monsters Just Need Killing" is actually quite simulationist; there is no "need" from a gamist perspective to include creatures which are easily overcome.
 

"Some Monsters Just Need Killing" is actually quite simulationist

It's more cinematic than simulationist (though it's more simulationist than gamist).

Which is part of why I kind of like it. If it was going to be more Sim, we'd have to give everything hit points as appropriate for their level, since their level means something, and that meaning can't change depending on their context. We could, of course, always pit high-level characters against low-level enemies, and in this way get the cinematic effect of killin' lots of bad guys, but it wouldn't make sense for our mooks to be a challenge.

I enjoy the minions, and I enjoy that they are cinematic, threats that can make the heroes feel like badasses.
 

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