D&D 4E So I cornered a 4e playtester...

Spinachcat

First Post
So I cornered a 4e playtester and offered him a choice of waterboarding or spilling the beans on 4e. After the waterboarding, I asked him again.

Most of his beans was stuff you have already seen via ENworld. Nothing interesting on the mechanics front and I didn't care about the fiddly bits. I quizzed him A LOT on the roleplaying aspects of 4e. I have read too much "4e is a boardgame" so I wanted to get the skinny on the talky-talky part of 4e gameplay.

He knows I like B/X & OD&D because its fast and freeform where player creativity trumps rules. My soggy playtester claims that 4e is extremely roleplay friendly and player creativity is highly rewarded via the use of raw abilities and skill challenges. Overall, he says there is a "that's cool, do it!" mentality to how the rules are presented. His descriptions reminded me a lot of Roll & Keep games like L5R and 7th Sea - not the mechanics, but that combo of cool idea + appropriate modifier + dice roll vs. target number where the cool idea was the key component.

The examples he gave me did not impress...at first. They were anything that I could do in OD&D. However, they were notable when viewed through a RAW 3.x filter. Sure, there are 3.X GMs who hand wave and go off the rules reservation, but he claims 4e creates a rules flexibility that encourages players to "try stuff" outside of their at-will powers, especially in the creative use of skills. I guess some people (especially noobs) need that concrete statement that says you can go beyond the 5 x 5 squares. In essence, 4e makes skill results flexible based on the story more than DC X = defined effect.

He claims the DMG goes into detail to help GMs feel more comfortable using this flexibility in their games. I asked how it compared to the C&C siege engine. He said similiar, but different - slightly more codified because of the PCs had skill numbers instead of just raw ability scores. But most importantly, the playtester says his group is spending significantly more time in actual roleplay than in 3.x. Though this is largely because 4e leans more heavily on its core mechanic with fewer "wonky bits" so there is much less time wasted looking through rulebooks per session.

He made much blather about how 4e felt like OD&D. I told him to lay off the bongwater. 4e is obviously much higher fantasy and much more codified. Unaligned dragonborn warlocks with 40 HP at 1st level isn't OD&D. He agreed, but said that he was having more fun playing D&D than ever. He says his games are consistently enjoyable and challenging. He was smiling like a complete goober throughout the conversation so I believe that he is getting a similiar feeling from 4e compared to his nostalgia about his early gaming.

We also talked about team synergy because I have heard about a surprising number of TPKs at DDXP. His take is that 4e will be one of those "easy to learn, hard to master" games where the learning curve is very easy at the start, but as both the players and the GM learn more about tactics and synergy of abilities through experience, the game will grow in intensity. He says the DMG emphasizes repeatedly that combat is not DM vs. PCs, but it sure looks like a pretty straight up smash up to the death.

The playtester babbled on about multiple TPKs and how it came down to the GM using skirmish tactics and playing his monsters smartly for their roles. Interactive environments are pushed much more than ever before. 4e seems to like the concept that the battlefield environment is a monster in itself. How well a party works as a team and how well they manipulate the battlefield supposedly means much more than your powers or magic trinkets.

Sounds good to me. Except OD&D can be played without a board. My playtester said you can play 4e w/o a grid as well as you could in 3e. For that, I dunked him back underwater because you gotta bastardize 3e to run w/o a grid. I have done it, but I houseruled AOOs and all feats that affected AOOs. Once allowed to breathe air again, the playtester agreed. 4e is very focussed on 3D strategy for combat. No doubt. Tactical movement is deeply emphasized, chopping that out is doable, but WotC isn't joking. They want you to buy minis and their dungeon tiles. Not essential to play like Descent, but core to gameplay in a way at least equal to 3.x.
 

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Good info! Regarding the high amount of TPKs, I heard that at least one of the demo adventures was *designed* to be a TPK. As in, 6th level monsters vs. an equal number of 1st level PCs. Reason? They wanted to make sure the people playing the demo got to experience the death & dying rules.

Makes sense if you think about it. The purpose of the demo was to showcase as much of the *rules* as possible. They weren't supposed to showcase the "feel" of an actual D&D home play session.

That's one thing to keep in mind when reading about experiences at D&D Experience. The delves were supposed to showcase combats (and *only* combats), and the adventures were supposed to showcase resource management (specifically, Dailies and Surges).

Just thought I'd put out that reminder.
 

Spinachcat said:
He made much blather about how 4e felt like OD&D. I told him to lay off the bongwater. 4e is obviously much higher fantasy and much more codified. Unaligned dragonborn warlocks with 40 HP at 1st level isn't OD&D. He agreed, but said that he was having more fun playing D&D than ever.
Ah, for that, I have a little pet theory:

OD&D games were deadly for the characters, but you simply remembered the ones that survived - dramatically. And these ones were remembered the best, usually. Since 4E seems to has that more often, due to the larger "dead"-buffer, you get that feeling again - sans the PCs that actually end up dead.

But I'm a newer player (NWN sucked me in, i.e. started with 3E), so I can only speculate.

Cheers, LT.
 

Spinachcat said:
Overall, he says there is a "that's cool, do it!" mentality to how the rules are presented. His descriptions reminded me a lot of Roll & Keep games like L5R and 7th Sea - not the mechanics, but that combo of cool idea + appropriate modifier + dice roll vs. target number where the cool idea was the key component.

Good to hear. I like to encourage my players to come up with fun and creative solutions to problems, and to do those cool maneuvers.


He claims the DMG goes into detail to help GMs feel more comfortable using this flexibility in their games. I asked how it compared to the C&C siege engine. He said similiar, but different - slightly more codified because of the PCs had skill numbers instead of just raw ability scores. But most importantly, the playtester says his group is spending significantly more time in actual roleplay than in 3.x.

That's good to hear. I've enjoyed the C&C Siege Engine, but not entirely as presented. Glad to see something a bit more codified (hopefully not too much so). It sounds like roleplaying is a larger focus than in the prior edition, which is good.


Sounds good to me. Except OD&D can be played without a board. My playtester said you can play 4e w/o a grid as well as you could in 3e. For that, I dunked him back underwater because you gotta bastardize 3e to run w/o a grid. I have done it, but I houseruled AOOs and all feats that affected AOOs. Once allowed to breathe air again, the playtester agreed. 4e is very focussed on 3D strategy for combat. No doubt. Tactical movement is deeply emphasized, chopping that out is doable, but WotC isn't joking. They want you to buy minis and their dungeon tiles. Not essential to play like Descent, but core to gameplay in a way at least equal to 3.x.

I see where WotC is coming from. Good marketing move to cross-promote like this.

At the same time, not every gamer uses minis. Some of us just use the theater of the mind to represent combat. Despite my reservations in this department, I broke down and ordered a battlemat. I like how movement is in squares, which is easier for me to visualize than feet is. Yet am I losing some of the experience by going the minis route? To me, this should be a pure optional part of the game. Yet it's as integral as ever.


Moon-Lancer said:
I have just one question, did the play tester live? and if not what kind of xp did you get?

I want to know if the playtester has a lair. :D
 



Spinachcat said:
My playtester said you can play 4e w/o a grid as well as you could in 3e. For that, I dunked him back underwater because you gotta bastardize 3e to run w/o a grid.

It's actually pretty easy. It just requires a little getting used to. A few years ago, I joined a group in which every combat was done without minis. We used our imagination and it was just as easy as role-playing anything else. While I prefer minis when I run a game, I've noticed that I run about 1/3 of my combats without my (now collector's items) Tact-Tiles. Speaking a few sentences can take less time than breaking out the minis drawing on the play area.

You don't have to change any of the rules either to run 3e without minis. AoOs are still to adjacent targets (in melee range, threatened area, and you know you're within range because you either moved there or the enemy did).

I do like the fact that it's been said that it's no more "mini-dependant" than 3e, because I've gotten quite used to using minis for some combats while not using them for others.
 

Spinachcat said:
Sounds good to me. Except OD&D can be played without a board. My playtester said you can play 4e w/o a grid as well as you could in 3e. For that, I dunked him back underwater because you gotta bastardize 3e to run w/o a grid. I have done it, but I houseruled AOOs and all feats that affected AOOs. Once allowed to breathe air again, the playtester agreed. 4e is very focussed on 3D strategy for combat. No doubt. Tactical movement is deeply emphasized, chopping that out is doable, but WotC isn't joking. They want you to buy minis and their dungeon tiles. Not essential to play like Descent, but core to gameplay in a way at least equal to 3.x.

My only experience is with the internet version of the DDXP material, hurray for Olgar Shiverstone, but I found 4E to be far easier to play without a board then 3X precisely because it required far less houseruling of AoOs and all feats that affected AoOs. That, the new reach, and the generic 'combat advantage' effect made it a far easier beast to bastardize.

That said, 4E may be the first version of DnD to make me actually want to play with a board and minis. It did seem like that might be fun for the first time rather than simply convenient.
 


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