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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="Celebrim" data-source="post: 5596037" data-attributes="member: 4937"><p>I have my own D20 variant which most closely resembles vanilla 3.0 D&D, plus a little bit of Arcana Unearthed and so forth. It works for me, but I'm always fiddling with it.</p><p> </p><p>I found very very little in 4e that provoked serious thought in me and from which I got a salvagable idea or mechanic. Personal preference only, but I think it is just about the most boring rules set with the most boring write up I've ever seen in my years of gaming. It may play pretty well, but its painful to read through and offers fewer moments where I thought, "That's pretty creative" than just about anything I've read. I'd rather use HERO, GURPS, BRP, Tri-D, D6, Savage Worlds, True 20 or just about anything over 4e. YMMV. It's just a largely uninformed opinion. If you love 4e, don't hate me for not loving it.</p><p></p><p>I look at pawsplays blog and while some of that may be good advice, it's not stuff I learned from 4e but things that I'd brought to my 3e game from 1e. So maybe 3e is guilty of not teaching DM's how to play or of teaching DM's to use the tools it brought to the game well. I don't know, because a lot of the sterotypes about the 3e game I hear just seemed to describe a game that was virtually unrecognizable to me. Maybe I just didn't play at enough 3e tables.</p><p></p><p>Just for example, let's look at the implications of his advice:</p><p></p><p>1) Monsters are Simple: Are there really DM's who were afraid to just cut down a monster to what they immediately need to know? At times in 3e I've ran monsters and NPC's knowing little more than thier attack bonus and hit points, either because I need stats on the fly or else that's all I'd written was (F3) and I'd needed a generic fighter on the fly that was close enough to accurate for our purposes. Surely not every DM out there was stopping the game for an hour to elaborately stat an impromtu monster? Besides, I reject the notion that 4e monsters are simple. 4e monsters have a lot of subtleties in their design that you have to pay attention to really take advantage of the system.</p><p>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.</p><p>3) Solo Critters: I read this entry as "The CR/EL system is broken." plus some useful advice for accounting for this fact. I didn't need 4e to tell me that, nor is 4e less broken in this regard. I do imagine however that a lot of DMs got stuck in CR formalism and got into minor difficulties with challenges being stronger or weaker than they expected them to be. It's an interesting topic, and 4e does - if properly examined - show good understanding of the issues in challenging PC's, but those same features are what makes 4e monsters so complex.</p><p>4) Scenery: Yes, this is good advice. I didn't learn it from 4e though. And while the pre-release talk of things like this gave me hope for the 4e DMG as an excellent general DMing resource, that hope didn't pan out.</p><p>5) The Best Magic Item is a Found Magic Item: Yes, good advice, but I didn't learn it from 4e. For that matter, 4e didn't learn it from 4e.</p><p>6) Make It Visual: Also good advice. I didn't learn it from 4e though, nor for that matter did 4e learn it from 4e.</p><p>7) Don't Be Afraid to Change Stuff: How many DM's in the history of D&D have been afraid to change stuff. D&D is notorious as a game system where every DM has his own house rules. Did 3e come out and say, "Be afraid to change things?" or was D20 known for its lack of variation?</p><p></p><p>More importantly, few if any of those things are directly tied to 4e's rules innovations.</p><p></p><p>Off the top of my head the only thing the 4e rules really challenged my thinking on was the notion that your hit points had to be tied closely to your HD. In 4e they have this idea that even if you are a 1st level character, you don't need to have 1 HD. In fact, you might have hitpoints corresponding to 3 HD while having the powers associated with a single HD. </p><p></p><p>While the particular implementation of this seemed arbitrary and gamist to me, the gamist idea it was trying to solve was an important one (how to make 1st level more fun and less random) and it seemed also to address a serious simulationist issue that's been famous in D&D from its early days - the House Cat Problem. </p><p></p><p>My ultimate implementation was to give bonus hit points to a creature based on its size class, which is nothing like 4e, but was inspired by the 4e rules innovations.</p><p></p><p>The only other one that I might adopt is the notion of trained and untrained uses of a skill. But, that might actually not be a 4e innovation either.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5596037, member: 4937"] I have my own D20 variant which most closely resembles vanilla 3.0 D&D, plus a little bit of Arcana Unearthed and so forth. It works for me, but I'm always fiddling with it. I found very very little in 4e that provoked serious thought in me and from which I got a salvagable idea or mechanic. Personal preference only, but I think it is just about the most boring rules set with the most boring write up I've ever seen in my years of gaming. It may play pretty well, but its painful to read through and offers fewer moments where I thought, "That's pretty creative" than just about anything I've read. I'd rather use HERO, GURPS, BRP, Tri-D, D6, Savage Worlds, True 20 or just about anything over 4e. YMMV. It's just a largely uninformed opinion. If you love 4e, don't hate me for not loving it. I look at pawsplays blog and while some of that may be good advice, it's not stuff I learned from 4e but things that I'd brought to my 3e game from 1e. So maybe 3e is guilty of not teaching DM's how to play or of teaching DM's to use the tools it brought to the game well. I don't know, because a lot of the sterotypes about the 3e game I hear just seemed to describe a game that was virtually unrecognizable to me. Maybe I just didn't play at enough 3e tables. Just for example, let's look at the implications of his advice: 1) Monsters are Simple: Are there really DM's who were afraid to just cut down a monster to what they immediately need to know? At times in 3e I've ran monsters and NPC's knowing little more than thier attack bonus and hit points, either because I need stats on the fly or else that's all I'd written was (F3) and I'd needed a generic fighter on the fly that was close enough to accurate for our purposes. Surely not every DM out there was stopping the game for an hour to elaborately stat an impromtu monster? Besides, I reject the notion that 4e monsters are simple. 4e monsters have a lot of subtleties in their design that you have to pay attention to really take advantage of the system. 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. 3) Solo Critters: I read this entry as "The CR/EL system is broken." plus some useful advice for accounting for this fact. I didn't need 4e to tell me that, nor is 4e less broken in this regard. I do imagine however that a lot of DMs got stuck in CR formalism and got into minor difficulties with challenges being stronger or weaker than they expected them to be. It's an interesting topic, and 4e does - if properly examined - show good understanding of the issues in challenging PC's, but those same features are what makes 4e monsters so complex. 4) Scenery: Yes, this is good advice. I didn't learn it from 4e though. And while the pre-release talk of things like this gave me hope for the 4e DMG as an excellent general DMing resource, that hope didn't pan out. 5) The Best Magic Item is a Found Magic Item: Yes, good advice, but I didn't learn it from 4e. For that matter, 4e didn't learn it from 4e. 6) Make It Visual: Also good advice. I didn't learn it from 4e though, nor for that matter did 4e learn it from 4e. 7) Don't Be Afraid to Change Stuff: How many DM's in the history of D&D have been afraid to change stuff. D&D is notorious as a game system where every DM has his own house rules. Did 3e come out and say, "Be afraid to change things?" or was D20 known for its lack of variation? More importantly, few if any of those things are directly tied to 4e's rules innovations. Off the top of my head the only thing the 4e rules really challenged my thinking on was the notion that your hit points had to be tied closely to your HD. In 4e they have this idea that even if you are a 1st level character, you don't need to have 1 HD. In fact, you might have hitpoints corresponding to 3 HD while having the powers associated with a single HD. While the particular implementation of this seemed arbitrary and gamist to me, the gamist idea it was trying to solve was an important one (how to make 1st level more fun and less random) and it seemed also to address a serious simulationist issue that's been famous in D&D from its early days - the House Cat Problem. My ultimate implementation was to give bonus hit points to a creature based on its size class, which is nothing like 4e, but was inspired by the 4e rules innovations. The only other one that I might adopt is the notion of trained and untrained uses of a skill. But, that might actually not be a 4e innovation either. [/QUOTE]
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