The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits

I still get gaslit to this day when I say 4E isn't the best for roleplaying.

It's not because you can't RP but combat length takes so long irl you have less time for everything else in a typical session.

Every edition the best tactic is always kill stuff fast. To enable 4E style tactics you need to slow things down. Even then I remember sone fans of 4E doing striker heavy parties to speed things up.
Maybe (1) stop claiming that people are gaslighting you when they are just pushing back on your critical opinions and (2) stop thinking of roleplaying as something that happens outside of combat. Roleplaying and combat are not mutually exclusive.

That said, I don't think you will get disagreement that combat in 4e arguably lasted too long. But there are reasons for that which were stated in other threads, including issues with monster math, some of which were adjusted last minute by higher ups.
 

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Great Caesar's Ghost! Here we go again with the same old discussions about 4E over ten years after it was finished. I am really glad to still see interest in 4E after all this time, since it was my jam at the time and I'd much prefer it to 5E.

I'd love to see the option to play on current VTTs with the full character options. I started to look into if the character builder from days of yore was still available, and it looks like that's true. The problem is that I'm playing on a VTT and all those powers don't exist in a current VTT form. Which is sad.

I know it will just fall on deaf ears, but ... can't we just stop having the same discussions about 4E when we're one and a half editions away from it? Much like if you don't like Skills and Powers, let it go in 2025.

Folks like me enjoyed the tactical battles in 4E, and we could have the same type of roleplaying or skill based challenges as in earlier editions, or in 5E for that matter. If you don't like those battles, 4E isn't for you. And you have 5E for that style of play, not to mention BECMI or OSR games as well. It really is that simple.
I can say, if you use Roll20, there is an implemented character sheet, and you can code your own powers for it--simple ones aren't even that hard to do directly, actually, without any coding at all. It took me a while to get fully fluent with it, but (from experience) I can get back into the swing of it with a bit of time.

Maybe (1) stop claiming that people are gaslighting you when they are just pushing back on your critical opinions and (2) stop thinking of roleplaying as something that happens outside of combat. Roleplaying and combat are not mutually exclusive.
No kidding.

That said, I don't think you will get disagreement that combat in 4e arguably lasted too long. But there are reasons for that which were stated in other threads, including issues with monster math, some of which were adjusted last minute by higher ups.
Certainly. This was one of the pretty major mistakes the 4e design team made early on. They did it for reasons that seemed sound at the time, but it was a bad move. Specifically, they aimed for most combats to resolve in 4-6 rounds, leaning to the top end; monsters didn't do as much damage with each hit, but lasted longer, and many early Leader things were more about sustained output than about being a force multiplier (with the Cleric being particularly so...as one of the first two Leader classes.) The point was to let the opponents have plenty of time to show off their Cool Trick(s), and plenty of time for the PCs to rally from any initial setbacks and power through to the finish. Unfortunately, in practice this meant many combats, especially those done purely "by the book"--as many people do early on in an edition when they don't know what the system is capable of!--tended to be slow and kind of grindy and, oftentimes, less "threatening" and more "logistically expensive."

Turns out, that's not what most folks wanted from D&D combat anymore (and the folks who would want it were never going to touch 4e to begin with, outside of the later 4thcore development). Of course, we have to be careful about presuming that what folks want is, in fact, a rational thing to begin with, because that isn't always true. In this case, there's an inherent tension between wanting fast combat and wanting rewarding combat, as is the case with most things. Stuff you can breeze through too quickly can't matter very much, except in the biggest and (in D&D's case) often the most frustrating ways. Most folks want both fast and rewarding, and that's...often a real challenge. OSR-type games certainly give fast and dangerous combat, but usually its combats aren't rewarding--often explicitly so, e.g. you don't get XP for fighting, only for GP value of loot collected, but sometimes only implicitly, e.g. combat is brutally lethal and it's expected that a "smart" player will figure out that rolling for initiative when you haven't won the battle in advance is a sucker's game. Getting combat that is simultaneously fast, and dangerous, and rewarding...that's a lot trickier, and the 4e designers erred pretty heavily on the wrong side.

By the time the MM3/MV math had come out, the damage was done, and even that measure only mostly fixed the problems, and even then to progressively lesser degrees as the characters got into high Paragon or Epic.

Players prefer snappier, more "dramatic" combat in many cases, though not all. That's part of why my "what would you do to update 4e" answer included my "Skirmish rules" concept. Some folks who love tactical battle mechanics might never use them. Other folks might almost exclusively use Skirmishes, with few to no standard combats. More or less, the idea is to drop down the granularity and time investment of regular combat, while still (a) having meaningful costs, (b) giving players some choices, just rapid-fire and simplified, and (c) making it so that experience at least can be "part of this balanced breakfast" so to speak.

The analogy I like to use is that Skirmishes are to proper Combats what "party skill checks" (like you have everyone roll stealth, and if a majority succeed then the party succeeds) are to Skill Challenges. Or, at least, they would be that, because I've never written up any rules attempting such a thing. It would be probably my third-highest priority for a "4.5e", after Novice Levels/Incremental Advance rules and the general cleanup of unnecessary, crufty powers.
 

4) Creating my own adventures was a hassle because I had to make tactically interesting encounters AND roleplaying AND award appropriate magic items, etc. 4E adventures are bad. I started off trying to run a season of D&D Encounters, but the players balked at the restrictions that were placed on the organized play structure (such as using daily powers once per chapter).
I'm preparing to run a 4E home game and creating tactically interesting and balanced encounters for every fight from scratch just seems like too much work with everything else I have to do so I just decided to run Scales of War and I'll just add some notes to the stat blocks (because I think most of them are using the old monster math) which I think is just to double their damage and reduce their HP by a quarter or half?
 

This is before my time, so I'm really just guessing, but I wonder if that wasn't partially down to the lack of alternative, combined with the inverse effect of the OGL? The narrative felt a lot more like TSR was dying and WotC was stepping in to save the game, than WotC yanking support for a thing people liked. Plus the OGL was essentially sold as a promise not to go after fan works and 3rd party stuff, while also providing a path to keep the game alive forever.

Basically, the marketing and circumstance allowed the changes to be sold in entirely the opposite light that 4e's did, is my theory. WotC made moves that bought goodwill at the time, while 4e's launch ended up mostly spending it.
Speaking only for myself, the fact that I had been used to a D&D product line that released multiple products per month, and then we didn't get anything for 3 years, made a new version pretty appetizing.

The D&D interregnum from 1997-2000 was a weird period. Especially in the "baby Internet" world where we still mostly dependent on magazine and newspaper articles to find out what was going on with the brand.
 

Do you want to read the book that I keep referring to like I have some kind of Pavlovian tick, that documents how "Role playing" came to be, the hobbyist community that formed around D&D comprised of wargamers and science fictions fans (sci-fi including fantasy)? The early battles over what an RPG should be called, and what it even is? And, of course, eventually come to the depressing realization that time is a flat circle, and almost all the debates we are having here today were had back then? But it doesn't matter, because (1) it's never mattered, (2) ya can't tell me what to do!, (3) time is a flat circle, and (4) no one reads, that's what youtube is for.

Go read The Elusive Shift!
Continuing my tradition of obsessively nitpicking Snarf comments, I think he means "tic".

Although a Pavlovian Tick seems like it should be some fun old school puzzle monster (maybe you defeat one by ringing a bell and throwing food in the other direction?). Also reminds me that Giant Rats were AKA Sumatran rats in 1E.

I was designing in the 3.5 ecosystem during the announcement of 4E and the GSL. My publisher was determined to go along with 4E, regardless of their preferences for the system, because following D&D was more important than their preferences. (Honestly, if they could have, they would've been designing for what's now called the OSR, but this was before OSRIC and that movement.)
They pulled their intentions to publish for 4E when the GSL was released. It was a nonstarter. Later, they'd go on to support Pathfinder.
OSRIC came out in 2006, for the record. The OSR really got started a couple of years before that, though it didn't have as much visibility in the wider D&D community until later. I didn't find out about it until 2009, maybe.

I don't disagree with much of this, but it still begs the question about why 3e managed to pull of a virtually as radical a change to the players of the time, while 4e didn't. I still suspect its because the inflow of returning or new players drowned out enough of the hostile 2e players and kept it going (because there was a pretty visible hostile earlier D&D populace reacting to it).

I think also that 3e didn't explicitly cut across the grain of it's predecessor like 4e did. 4e was not presented as an house cleaning and modern design update to 3e, while still allowing and supporting older playstyles. 3e was that to 2e, or at least that's how I read it at the time.

This is before my time, so I'm really just guessing, but I wonder if that wasn't partially down to the lack of alternative, combined with the inverse effect of the OGL? The narrative felt a lot more like TSR was dying and WotC was stepping in to save the game, than WotC yanking support for a thing people liked. Plus the OGL was essentially sold as a promise not to go after fan works and 3rd party stuff, while also providing a path to keep the game alive forever.

Basically, the marketing and circumstance allowed the changes to be sold in entirely the opposite light that 4e's did, is my theory. WotC made moves that bought goodwill at the time, while 4e's launch ended up mostly spending it.

I also didn't see any sign of the return-to-the-fold effect that happened for a while in the 3e era, where people who had some residual affection for D&D but who'd moved on because of various rigidities decided to give the new version a try, specifically because it was different in some important ways from what had come before. I'm not sure how much of that stuck, but it at least mattered for a while.

4e, far as I can tell, didn't get much of anything like that.
Yeah, agreed.

When 3E came out WotC had a ton of community goodwill, between saving D&D and wanting to keep RPGs as a big thing. Remember that in the 90s Magic, alongside MMOs like EverQuest, was seen by some as a threat to the continued existence of RPGs. A lot of players wanted a lower-commitment or more convenient form of gaming. I knew a ton of folks who lamented losing players from their groups to MMOs and Magic. When WotC said "Hey, we LOVE D&D and want to continue it and make it the industry king again!" that was a nice morale boost to D&D fans. Their "back to the dungeon" marketing, their embrace of Greyhawk as the default campaign setting, and a lot of other things, were appeals to reassure longtime D&D fans.

And systemically, AD&D was indeed super long in the tooth. People had been playing around with a lot of alternatives in the 90s (White Wolf, GURPS, Shadowrun, and other stuff). While AD&D still had fans, it was widely regarded as kind of old-fashioned and immature. Systems with a consistent core mechanic were much more in vogue. Making it "the D20 system" meant keeping the core d20 mechanic we all knew from attack rolls and saving throws while generalizing it to other mechanics, which was a great way of having your cake and eating it too. Retaining the familiar and nostalgic while updating to feel a bit more modern and consistent and simpler to introduce new players to.

3E killed a few sacred cows, but it also streamlined and rationalized things in a way which felt consistent with what AD&D promised but never actually did. If you do a text comparison of 3E with AD&D you also find that WotC retained a TON of language, especially in spell descriptions. Read Fireball, say, side by side. It's mostly a cleanup and good edit of the AD&D spell.

3E wasn't nearly so long in the tooth, and had already had one reboot only a few years in. And there was consumer fatigue/sunk cost in terms of the huge number of hardcover books and supplements which had been published for it. Dedicated players often had hundreds or even thousands of dollars in books for 3.x by the time 4E was announced.

And I think a significant part of WHY the designers were allowed (and told) to get more ambitious and make 4E more different and not reverse-compatible was because the GSL was Hasbro's first try to get out of the OGL.
 
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Maybe (1) stop claiming that people are gaslighting you when they are just pushing back on your critical opinions and (2) stop thinking of roleplaying as something that happens outside of combat. Roleplaying and combat are not mutually exclusive.
People overemphasize the importance of systemless in-character (or semi in-character) conversation with NPCs or between PCs. You can do that in any game, anywhere, simply by suspending the system play for a little while.

Nothing in the 4e ruleset made it impossible to take 2 hours to roll Charisma checks with various NPCs if you wanted to do that. 4e simply tipped its hand in showing that it thought "Hey, maybe you want to spend your time engaged with our intricately designed system instead?" rather than saying "Yes, barely using the system for hours and just talking is the best way to play!"
 

People overemphasize the importance of systemless in-character (or semi in-character) conversation with NPCs or between PCs. You can do that in any game, anywhere, simply by suspending the system play for a little while.

Nothing in the 4e ruleset made it impossible to take 2 hours to roll Charisma checks with various NPCs if you wanted to do that. 4e simply tipped its hand in showing that it thought "Hey, maybe you want to spend your time engaged with our intricately designed system instead?" rather than saying "Yes, barely using the system for hours and just talking is the best way to play!"
4E also has skill challenge rules for systematizing those key RP interactions and negotiations. So you've got the option to employ more mechanics and get xp for it too.
 

3E wasn't nearly so long in the tooth, and had already had one reboot only a few years in. And there was consumer fatigue/sunk cost in terms of the huge number of hardcover books and supplements which had been published for it. Dedicated players often had hundreds or even thousands of dollars in books for 3.x by the time 4E was announced.
Yea, even as a 4e fan, a third set of core rulebooks in just under 8 years (especially when the previous edition had been so splat-heavy) was pushing everyone's patience.

A decade really seems to be the right amount of time before a serious revision/new edition is needed. (Hint, hint.)
 

4E also has skill challenge rules for systematizing those key RP interactions and negotiations. So you've got the option to employ more mechanics and get xp for it too.
Right, and if you didn't want to, you didn't have to. People viewed skill challenges as a limiting framework, rather than as a tool you could use to guide freeform play if you wanted to.
 

Speaking only for myself, the fact that I had been used to a D&D product line that released multiple products per month, and then we didn't get anything for 3 years, made a new version pretty appetizing.

The D&D interregnum from 1997-2000 was a weird period. Especially in the "baby Internet" world where we still mostly dependent on magazine and newspaper articles to find out what was going on with the brand.
Oh, those poor Greyhawk materials from that period. Will nobody remember them?
 

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