Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 6616885" data-attributes="member: 82106"><p>Yeah, I thought about that too. I've considered that maybe there should be say 18 levels of regular play and then 3 levels of Epic, with level 21 being a 'capstone' where all the crazy gets to REALLY hang out. That would be cool too. I thought 10 levels of heroic was OK, 10 levels of paragon was fine too, though I'd be OK even with say 6,6,3, which would be 15 levels total. I just sort of thought 20 levels was a bit of a nice nod to classic D&D, since level 20 is usually thought of as the 'endpoint' of character progression in most versions of the game (yeah, I know, not all, and technically all classic D&D is 'open ended').</p><p></p><p></p><p>I think you COULD in 4e have those sorts of rituals. They're not REALLY character resources though, they're more like plot devices. Though different from artifacts they serve a pretty similar purpose, something that shapes the narrative and may benefit the character, but is really ultimately its own thing. 4e to me always did a much better job of suggesting these things than other editions too. AD&D always seemed very 'guarded', like the advice on anything that wasn't in the book was "be suspicious, restrict it, don't give players an inch" but in 4e it was more like "well, here's all the really nailed-down stuff, now, when you want to open up a can of crazy, just go for it!"</p><p></p><p></p><p></p><p>Well, I just think that 'tactics' in 4e was very much centered on timing power uses, combining things into combos, and finding ways to front-load your firepower with things like interrupt speed attacks and such. Surprising someone is decent, but its not a BIG advantage. Terrain CAN sometimes be pretty handy, but in reality lying prone and sniping with a crossbow from the cover of even a small elevation is stupid awesome, yet it gets you a 5 point AC bonus, at most, often nothing. Attacking someone from higher ground? Nothing. Setting a weapon against a charge? Doesn't even exist, you can do the Ready Action, but there's no such thing as setting a pike. There's no system for loyalty or morale either, which is too bad. I think these things should be central to tactics, that is REAL TACTICS like you'd practice in REALITY. I don't want to eschew the cool fantastic elements by any means, but I would like to SHOWCASE them. The coolest moves tend to get buried in a heap of trivia. I think the 4e devs saw this too, as over time they tried in places like Essentials to pare down powers both in number and to a standard of more simplicity and more effect. I think you see the same thing with 5e's various class features in a lot of cases. </p><p></p><p>This would also help with certain problems that exist in 4e with combat. For instance, right now suppose a bunch of weaker enemies ambush the party. Its fun for a round or two, but pretty soon the PCs have got their actions and its just a fight against weaker enemies, somewhat time-consuming but trivial. Make surprise really mean something, more like it really does, BAD NEWS, and all of a sudden a group of weaker opponents isn't something to scoff at anymore if they get a jump on you. Sure, you'll win, and probably win pretty quickly, but it should be SCARY and make you blow some real resources to compensate for.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6616885, member: 82106"] Yeah, I thought about that too. I've considered that maybe there should be say 18 levels of regular play and then 3 levels of Epic, with level 21 being a 'capstone' where all the crazy gets to REALLY hang out. That would be cool too. I thought 10 levels of heroic was OK, 10 levels of paragon was fine too, though I'd be OK even with say 6,6,3, which would be 15 levels total. I just sort of thought 20 levels was a bit of a nice nod to classic D&D, since level 20 is usually thought of as the 'endpoint' of character progression in most versions of the game (yeah, I know, not all, and technically all classic D&D is 'open ended'). I think you COULD in 4e have those sorts of rituals. They're not REALLY character resources though, they're more like plot devices. Though different from artifacts they serve a pretty similar purpose, something that shapes the narrative and may benefit the character, but is really ultimately its own thing. 4e to me always did a much better job of suggesting these things than other editions too. AD&D always seemed very 'guarded', like the advice on anything that wasn't in the book was "be suspicious, restrict it, don't give players an inch" but in 4e it was more like "well, here's all the really nailed-down stuff, now, when you want to open up a can of crazy, just go for it!" Well, I just think that 'tactics' in 4e was very much centered on timing power uses, combining things into combos, and finding ways to front-load your firepower with things like interrupt speed attacks and such. Surprising someone is decent, but its not a BIG advantage. Terrain CAN sometimes be pretty handy, but in reality lying prone and sniping with a crossbow from the cover of even a small elevation is stupid awesome, yet it gets you a 5 point AC bonus, at most, often nothing. Attacking someone from higher ground? Nothing. Setting a weapon against a charge? Doesn't even exist, you can do the Ready Action, but there's no such thing as setting a pike. There's no system for loyalty or morale either, which is too bad. I think these things should be central to tactics, that is REAL TACTICS like you'd practice in REALITY. I don't want to eschew the cool fantastic elements by any means, but I would like to SHOWCASE them. The coolest moves tend to get buried in a heap of trivia. I think the 4e devs saw this too, as over time they tried in places like Essentials to pare down powers both in number and to a standard of more simplicity and more effect. I think you see the same thing with 5e's various class features in a lot of cases. This would also help with certain problems that exist in 4e with combat. For instance, right now suppose a bunch of weaker enemies ambush the party. Its fun for a round or two, but pretty soon the PCs have got their actions and its just a fight against weaker enemies, somewhat time-consuming but trivial. Make surprise really mean something, more like it really does, BAD NEWS, and all of a sudden a group of weaker opponents isn't something to scoff at anymore if they get a jump on you. Sure, you'll win, and probably win pretty quickly, but it should be SCARY and make you blow some real resources to compensate for. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
Top