The Future of D&D

on pathfinder, I was just responding to "doing terribly". Being #2 for a small company is not "terrible".

Again, we obviously don't have WotCs sales figures. But they aren't putting out a lot product. They were doing that. And some of that product...PHB II, Gamma World stuff...can actually be hard to find in some places.

My point was, they have been doing novel, almost experimental, products and things that indicate a big strategy change, or multiple strategy changes, one after another. I don't think it has been entirely successful.

Though the board games are supposed to be good.
 

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Some interesting points.


Honestly I do not see the problem here. I know people have issues with plussed items and feat enhancements but the arguments i have seen seem more concerned with perceived pressure to optimise and class balance issues.

It is just that there's no clear purpose to the curve. PCs always basically hit on a 10, so do monsters (yeah, the actual numbers vary, maybe its an 8 or whatever). What is the POINT of that? There just is none. Clearly if you do away with half level bonuses then you increase the range of potentially useful opponents for any given group. You do away with ALL the 'math fix' type of nonsense right from the start. Every functional aspect of the combat mechanics now becomes a useful option and adjunct to your characters, not some necessary thing that the DM or the mechanics MUST supply or the game falls apart. In other words a defense of a flat power curve need not be defended, instead the half level bonus needs to justify itself, and IMHO it cannot.

Here I will go along with you but is the next edition goes with a zero power curve (ie no level based enhancement) then I would be in favour of keeping level bumps if only to make epic character more badass than herioc tier ones.

That might be one way to do that, and a small increase tied to maybe ED or whatever wouldn't hurt anything. Those are details though. In general the steady necessary bump without which the character becomes non-functional is just bad. I admit to being old-fashioned too. I feel like the character's ability scores are defining. Changing them just feels like the character has become nothing but a convenient set of numbers you manipulate however you want.

I agree wit the first part but what growing gulf. The only source of growth would be the growing ability scores, or from feat investment. The latter is I think fair enough and the former stems from the ability boosts.

I mean in the current 4e design there is a growing gulf. At level 1 characters can vary from -1 to around +17. By 30th level that 18 point variation goes to about a 30 point variation. That is so huge you can't span it with a d20 and that is an issue in adventure design. Even at low levels it is an issue, but that's a whole other and less core discussion.

One of the things that strikes me is that issues of this sort are very likely over the lifetime of any crunch heavy game with the slpat output of D&D.

Agreed, but with 4e MANY of them showed up on day 1. The issues that show up as stuff gets added are ON TOP of these. I don't have a big issue with those kinds of things overall either, they can be fixed simply be releasing something different, but a flaw that originates from core mechanics issues? You can't just paper over those, not really. They will always keep biting you.
 


It is just that there's no clear purpose to the curve. PCs always basically hit on a 10, so do monsters (yeah, the actual numbers vary, maybe its an 8 or whatever). What is the POINT of that? There just is none. Clearly if you do away with half level bonuses then you increase the range of potentially useful opponents for any given group. You do away with ALL the 'math fix' type of nonsense right from the start. Every functional aspect of the combat mechanics now becomes a useful option and adjunct to your characters, not some necessary thing that the DM or the mechanics MUST supply or the game falls apart. In other words a defense of a flat power curve need not be defended, instead the half level bonus needs to justify itself, and IMHO it cannot.
The half level bonus makes the tiers happen. A paragon level character is clearly out of the reach of a low level heroic. Removing it will remove certain styles of heroic fantasy play.

I mean in the current 4e design there is a growing gulf. At level 1 characters can vary from -1 to around +17. By 30th level that 18 point variation goes to about a 30 point variation. That is so huge you can't span it with a d20 and that is an issue in adventure design. Even at low levels it is an issue, but that's a whole other and less core discussion.
The 30 point spread has nothing to so with the half level bonus though.
It derives from ability score changes, item, class features and feats, and now themes.
Not sure if I would want to get rid if these things though.

Agreed, but with 4e MANY of them showed up on day 1. The issues that show up as stuff gets added are ON TOP of these. I don't have a big issue with those kinds of things overall either, they can be fixed simply be releasing something different, but a flaw that originates from core mechanics issues? You can't just paper over those, not really. They will always keep biting you.
I must say I am not too bothered about them and certainly not bothered enough at this point in time to slap dow $100 to solve them. Which is the key issue with regard to a new edition.

I don't think I would have much bother with the kind of edition that you are advocating though it might not have enough wahoo for my taste.
If they do hire you to write it, remember to add some optional systems so that I can put the wahoo back in.:)
 

It is just that there's no clear purpose to the curve. PCs always basically hit on a 10, so do monsters (yeah, the actual numbers vary, maybe its an 8 or whatever). What is the POINT of that? There just is none.


I'd argue ther's a very important point, it's just psychological. If I'm swing at +5 at first level and I'm still swinging at +5 15 levels later, I don't feel I've progressed at all even if I'm still hitting by rolling a 10 because my attack bonus is no better and the monster defenses are no better. What's teh difference between a kobold and a Beholder then?
 

The level bonus is there to differentiate the level of competence between kobold and an archdemon. If everything was as easy to hit as everything else we might as well flip a coin to see if we hit.
 

The half level bonus makes the tiers happen. A paragon level character is clearly out of the reach of a low level heroic. Removing it will remove certain styles of heroic fantasy play.

Not at all, do you think your first level PC can win a fight against a level 12 dragon that is at least nominally doing DPH 20 vs his DPH of what, 10? That the dragons 500 hit points will run out before he monches the whole party? I doubt it. In any case these values can be adjusted somewhat if they aren't dead on, we are free to make some changes. The INTERESTING part is, that with this setup the low level party CAN do some appreciable damage to the dragon, whereas in the current system they can't even hit it at all.

The 30 point spread has nothing to so with the half level bonus though.
It derives from ability score changes, item, class features and feats, and now themes.
Not sure if I would want to get rid if these things though.

Right, it is primarily driven by stat bumps, though as things have progressed other factors have come more to the front. Still, a PC with a skill in a non-bumping stat is going to fall so far behind they can barely even attempt hard tasks at high level. The new DC charts help, but it is still a royal PITA and makes group checks at high level sort of silly. Removing this issue allows for say a Perceptive Rogue without the player constantly needing to 'garden' his skill with feats/items/utilities (or take the unlikely step of boosting an otherwise useless stat). I mean if you made the choice to be good at something at level 1 you shouldn't have to constantly keep making that same choice again through levels, just let it stick.

I must say I am not too bothered about them and certainly not bothered enough at this point in time to slap dow $100 to solve them. Which is the key issue with regard to a new edition.

Agreed. My contention from the start was only that the issues with 4e are deep and if you are really going to fix them you have to start with the core of the game and thus you can't just 'fix 4e' unless you make 5e... I have no intention of buying into a 5e at this point either, or a real desire to see one except in a sort of theoretical sense.

I don't think I would have much bother with the kind of edition that you are advocating though it might not have enough wahoo for my taste.
If they do hire you to write it, remember to add some optional systems so that I can put the wahoo back in.:)

lol. I guess I can write. I make no claims and have nothing to brag about. I'm sure there are much better writers than I right here in this thread, if not in this post. OTOH I am tempted to do up a little testbed one of these days. Now if you had a dime for everyone that has said that, you'd be beyond wealthy...

I'd argue ther's a very important point, it's just psychological. If I'm swing at +5 at first level and I'm still swinging at +5 15 levels later, I don't feel I've progressed at all even if I'm still hitting by rolling a 10 because my attack bonus is no better and the monster defenses are no better. What's teh difference between a kobold and a Beholder then?

A Kobold has maybe 20 hit points and does probably on average 9 damage on a hit. A beholder probably has say 800 hit points, does say 8d10 damage and sets you on fire for ongoing 20 fire damage on a hit (and gets 9 attacks a turn, or whatever, its a beholder, it wouldn't be any less bad-assed than they are now). Remember, it isn't being hard to hit that makes the beholder nasty, to-hits will be the same either way.

That being said I don't see why there cannot be better defenses for the higher level monsters, just on a much smaller basis. Assuming PCs are likely to have ways to get attack bonuses to SOME degree at higher levels then defenses can increase somewhat, but lets imagine that being say in the range of 5 points total in 30 levels, which means a level 1 PC can still at least nick a high level opponent (though really if it were 10 points in 30 levels no big deal, the point being you don't as a player have to constantly scrounge for attack bonuses or as the DM constantly hand PCs new ones). Actually I'd say something like 3-5 points over 30 levels would be great. A character that doesn't concentrate on melee will still have a chance with a dagger in a tight spot, but the experts will easily keep up against appropriate monsters and hit say 5 points better against weaker ones, which makes it virtually an auto-hit, but not quite.

The level bonus is there to differentiate the level of competence between kobold and an archdemon. If everything was as easy to hit as everything else we might as well flip a coin to see if we hit.

You're flipping coins now, except you're restricted to a very narrow range of opponents you can put against a party due to increasing defense/to-hit. Actually there'd be no real need for minion->standard->elite->solo either under this rule. A 'solo' is just a much over leveled monster, which logically actually makes more sense and is just as playable. You can still design monsters to be used in specific types of encounters, so the CONCEPT of a 'solo' can certainly still exist, it just no longer needs special rules. Minions might still be special, but that's OK.

Just the more you look at it the more simplification this kind of change brings, and there is really just no huge argument against it except "but it was always like X".

I mean I understand the concern about depicting higher level PCs as 'epic' or whatever, but I think there's plenty of room to do that still. Hit points increase, damage increases, other powers, tricks, items, whatever will presumably accrue to the character over time. And as I said, defenses and attack CAN go up some, just not a lot.

So imagine your level 1 guy takes on a level 3 orc. This is a tough fight. He's likely to get clobbered. He can usually hit the orc, and he can do enough damage to it he'll kill it eventually, probably in 3-4 hits say. Meanwhile the orc does fairly good damage to him too and hits about the same, so it may kill him in 2-3 rounds (being slightly higher level than he is). Now, when said character is say 12th level the orc is hitting maybe 10% less often and doing only minor damage as the character has 3x the hit points he did at level 1, and in return he's hitting 10% more often and doing 2x more damage than before. The best the orc can hope for is to knock him down a surge or two and it will be lucky to survive 3 rounds. A level 30 character will just breath hard at the orc and it will die, though 100 orcs would still be scary, until said character turns on his 15 damage resist or flies or whatever bad-assery he does at that level that leaves the orcs in the dust.

Honestly it isn't THAT much different from how things worked in AD&D, especially 1e. Granted there WERE to-hit bonuses by levels, but the curve was shallower and I think it actually worked better. I think a flat to-hit would work fine.
 

Honestly it isn't THAT much different from how things worked in AD&D, especially 1e. Granted there WERE to-hit bonuses by levels, but the curve was shallower and I think it actually worked better. I think a flat to-hit would work fine.

I don't agree here. The AC curve was quite shallower in AD&D (I played 2nd edition) but the THACO curve was not so much. Thus an high level fighter got to the point that it missed only on a 1 even when attaching arch-demons or the tarrasque (at least I remember that my 17th/26th level fighter/cleric was in that situation).
The difference was that the increasing THACO was more driven by magic items (Girdles of Giant Strength anyone?).
 

AbdulAlhazred, while I agree that the issues you've raised are "issues", in that they are design choices which can be debated as right or wrong, I don't seem them in any way invalidating 4e such that a 5e is required (either in the short term or the long term).

Indeed, just because a person might disagree with a particular design decision (such as scaling attack bonuses) doesn't mean that such a design decision dooms 4e. Indeed, given that other people actively support that design element, it could as easily be argued that a system which "fixes" these issues is just as doomed.

Instead, IMHO, the design elements that might eventually require a new edition are likely NOT those that cause the much debated inelligancies with the rules (feat taxes, etc.), but those which lead to 4e failing as a business endeavor. Because, lets face it, WotC will keep putting out 4e stuff until it either ceases to make a level of profit acceptable to it for 4e material and/or it feels it could make more profit with a new edition. Or it goes out of business/loses the lisence.

So, really, the design elements that I see as possibly dooming 4e are:

1. Options bloat - the more options you have, the less desire one has for more, especially if one cannot "turn off" options one doesn't want to look at - and can lead to not buying new product specifically because one doesn't want more options to sift through;

2. Rules complexity - with exception based rules, one can eventually get too many exceptions to the exceptions such as to render play too complicated to be easily enjoyed (a threshold, of course, which differs from person to person - though I personally think that stealth is underutilized due to its rules complexity)

3. A view of "core" vs. "non-core". Players/DMs are less likely to options that they see as peripheral to the game unless it matches their particular interest - the phenomenon that causes more PH1s to be sold than PH2s, and PH2s than Psionic Powers. This is also likely why the shift from the "power" books to the Heroes of the Shadow type books.

Now, with DDI, they may be able to reduce the negative effect of some of these, while possibly also increasing it (and indeed, for the same factor - for example, Character Builder makes one more aware of options bloat (as it puts all of the options directly in front of you) but can/could also ease it through how it organises those options.
 

I don't agree here. The AC curve was quite shallower in AD&D (I played 2nd edition) but the THACO curve was not so much. Thus an high level fighter got to the point that it missed only on a 1 even when attaching arch-demons or the tarrasque (at least I remember that my 17th/26th level fighter/cleric was in that situation).
The difference was that the increasing THACO was more driven by magic items (Girdles of Giant Strength anyone?).

Yeah, it wasn't IDENTICAL to what I'm proposing, just more similar than what exists now. The main point being a much wider range of levels of PCs could hit most opponents. There was no issue with characters not showing their mighty high level badness. It is all just a matter of making damage and hit points scale properly, which might be somewhat different from 4e, but so what? The curve also becomes a lot less deeply embedded in the mechanics, being related to only those 2 values. Thus you can much more easily tweak the whole game to work with different power curves for different genres of play.
 

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