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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Early Verdict (kinda long)
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="helium3" data-source="post: 4325798" data-attributes="member: 31301"><p>I've never played a "big sandbox in a dude's garage" sort of wargame, nor have I played the D&D miniatures game. None-the-less, I don't think that 4E quite falls into the category of a wargame.</p><p></p><p>Here's the best explanation I can come up with.</p><p></p><p>In actual violent conflict, the tactical units that are the most effective are those that have a high degree of ability to work together as a team. Often, this requires that they know each other very, very well and have a fairly strong emotional bond with one another. You can't really make an effective fighting unit by throwing a bunch of highly skilled strangers together and telling them to execute the mission. On some fundamental level they don't really trust each other and can't anticipate each other's actions on the fly.</p><p></p><p>In 3E, it very much felt sometimes that the characters all just happened to be in the same place and fighting the same monster at the same time. The system itself seemed to encourage this by creating huge rewards for players that could think up twinky character builds. Essentially, while great for a more sim style of play, 3E was also a great system for anti-social prima donnas that didn't really care whether or not anyone else was playing beyond there being a cleric to heal them.</p><p></p><p>4E (what little of it I've played so far) seems to insist as a system that players work together in a way that people used to 3E just aren't familiar with. I'm having difficulty describing this difference beyond just saying that it requires the formulation of a good strategy before the encounter starts and the use of good on-the-fly tactics once the encounters starts and everyone starts "projecting power."</p><p></p><p>So yeah, combat encounters are definitely much more tactical and require players to think about what's going on and mentally engage. You don't want to take the option of "I hang back and do something sub-optimal" because that'll get the other character killed and you certainly can't be one of those players that does the whole "I'm helpless and refuse to learn how to play my character well" because (a) it's not hard to learn all the applicable rules now and (b) if you don't everyone dies. </p><p></p><p>And this is a good thing. Requring teamwork is AWESOME because it makes some of the more corrosive player behaviors that the hobby has long tolerated as typical "gamer behavior" a lot less tolerable.</p><p></p><p>Players that showboat, that lone-wolf, that don't pay attention or that simply refuse to play along are not going to like 4E and their groups are going to be a lot less willing to put up with that sort of behavior. </p><p></p><p>The only players I feel bad for are the ones that are only interested in roleplaying and are simply doing D&D because no one else wants to do anything but. Even then, the game's simple enough that they should still be able to contribute fairly effectively if another player has a lower level co-hort or something.</p></blockquote><p></p>
[QUOTE="helium3, post: 4325798, member: 31301"] I've never played a "big sandbox in a dude's garage" sort of wargame, nor have I played the D&D miniatures game. None-the-less, I don't think that 4E quite falls into the category of a wargame. Here's the best explanation I can come up with. In actual violent conflict, the tactical units that are the most effective are those that have a high degree of ability to work together as a team. Often, this requires that they know each other very, very well and have a fairly strong emotional bond with one another. You can't really make an effective fighting unit by throwing a bunch of highly skilled strangers together and telling them to execute the mission. On some fundamental level they don't really trust each other and can't anticipate each other's actions on the fly. In 3E, it very much felt sometimes that the characters all just happened to be in the same place and fighting the same monster at the same time. The system itself seemed to encourage this by creating huge rewards for players that could think up twinky character builds. Essentially, while great for a more sim style of play, 3E was also a great system for anti-social prima donnas that didn't really care whether or not anyone else was playing beyond there being a cleric to heal them. 4E (what little of it I've played so far) seems to insist as a system that players work together in a way that people used to 3E just aren't familiar with. I'm having difficulty describing this difference beyond just saying that it requires the formulation of a good strategy before the encounter starts and the use of good on-the-fly tactics once the encounters starts and everyone starts "projecting power." So yeah, combat encounters are definitely much more tactical and require players to think about what's going on and mentally engage. You don't want to take the option of "I hang back and do something sub-optimal" because that'll get the other character killed and you certainly can't be one of those players that does the whole "I'm helpless and refuse to learn how to play my character well" because (a) it's not hard to learn all the applicable rules now and (b) if you don't everyone dies. And this is a good thing. Requring teamwork is AWESOME because it makes some of the more corrosive player behaviors that the hobby has long tolerated as typical "gamer behavior" a lot less tolerable. Players that showboat, that lone-wolf, that don't pay attention or that simply refuse to play along are not going to like 4E and their groups are going to be a lot less willing to put up with that sort of behavior. The only players I feel bad for are the ones that are only interested in roleplaying and are simply doing D&D because no one else wants to do anything but. Even then, the game's simple enough that they should still be able to contribute fairly effectively if another player has a lower level co-hort or something. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Early Verdict (kinda long)
Top