D&D 4E The problem I've having with 4e.

As I've replied in other threads of this nature, it comes down to this:

Either the game is fun because the rules come support the playstyle of D&D really well and the math works well OR the game is made to make complete sense in which case you are going to run into game balance problems due to changing the rules to "make sense".

Examples:
Game Focus: "Fighters can only use their abilities as often as Wizards can."
Makes Sense: "Fighters can use their abilities infinite times since there is no reason to limit them. Either fighters are more powerful than everyone else or their abilities are all weaker than wizards to make up for it."

GF: "Everyone can heal in 6 hours so that adventures will not be derailed by taking damage and needing to rest for a week AND keeps the focus on the action part of the game instead of the 'boring' parts of resting and recovering."
MS: "People take days or weeks to recover from injuries. If adventures relied on PCs getting to a certain place at a certain time, they either cannot be played in this system or that is the player's punishment for not rolling well enough."

GF: "What hitpoints are doesn't matter. It only matters out of game as a way to prevent you from dying in one hit and to provide tension and risk to combat. It keeps the game moving, reduces unpredictable death, etc."
MS: "If the PCs are taking damage, there should be minuses to being hurt. Possibly with negatives on die rolls. If they aren't taking damage then there should be a separate set of rules to keep track of what happens when they DO take damage. There should be a way for people to bypass hitpoints so that they can still take damage no matter how many hitpoints they have. This means a risk of death in one hit and keeping track of a lot of 'subsystems'. This also means an adventure being derailed because a hit went directly to 'wounds' and killed 3 out of 5 party members making everyone stop while new characters were created."

GF: "Rings all give the same bonuses that allow you to stack modifiers onto what you already have. In order for characters to advance smoothly and make the underlying math work at all levels of the game we need to restrict them to 1 at 11 and 2 at 21. This creates the advancement curve we want and stops situations where a player auto hits on a 2 or misses on a 19 by keeping the numbers in line. This means that all players feel they can contribute at all times and no one feels left out or useless."
MS: "Anyone with fingers can wear a ring. If a player manages to get 2 of them at level 1 and increases his modifier in one area high enough he may always hit on a 2. This may make the rest of the players feel useless since they can't compete with the character with the rings. If ALL the players get rings, the monsters aren't a challenge anymore in one area. Using more powerful monsters still kills all the characters as it is too powerful in other areas."

GF: "We want players to continue adventuring past the first encounter every day while still feeling like each encounter is difficult. We don't want them to continue FOREVER without resting though. We also don't want them to HAVE to rely on a cleric. Giving them enough hitpoints to survive more than 1 encounter without healing means that they aren't worried about any encounter until their hitpoints get low. Keeping the hitpoints low means they stop to rest after every encounter. The best of both worlds is to give them low hitpoints while giving them the ability to restore themselves to full only a certain number of times per day."
MS: "People can't just heal themselves. If there is a class that can cast magic to heal someone, then that makes sense. This means that someone HAS to play a cleric or the monsters have to be easy enough to survive without one. This means people have to rest after EVERY encounter or there has to be no tension in most of battles since the PCs know they are going to win until they start to get low on resources. Then they rest when that happens."

GF: "Each character doing something different every round is interesting since it adds variety. However, there will always be a clear 'best' option unless we restrict how often each option can be used in order to enforce variety."
MS: "Restricting how often something can be done makes sense for spellcasters but for non-spellcasters it is not an option. Fighters SHOULD be boring to play, since otherwise it wouldn't make sense. If they wanted a more interesting class, they should be playing a Wizard."

Now, all of the game focused thoughts up there create a balanced game with numbers in the right spot to create a good chance of success without an excessive chance of failure, where each character gets to contribute, it is easy to write adventures for, easy to run, etc.

However, it may be lacking in explanations. This gives you a chance to shine and be creative with your own innovative explanations OR it lets you ignore the explanations without interfering with the game(as the game can be played perfectly by saying "You take 12 damage. You spend a healing surge and gain 6 hitpoints. You rest the night and get it all back. You continue into the Cave of Dread the next day." without ever needing to bring up the explanations for it at all).

You can't have it both ways, I don't think. Things that make sense will always have imbalances in them since real life isn't balanced. Real life is filled with boring parts and annoying parts. When things make sense you need to put up with those boring and annoying parts. To get rid of those things, sometimes you just need to say, "that's the way it works because it's more fun."
 

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Majoru Oakheart said:
As I've replied in other threads of this nature, it comes down to this:
[snip]

Very impartial examples.


Not surprising I don't agree with you that your definition of fun is the only one and that 4E makes everything correct. Can it be fun to play a fighter who is not limited by encounter powers? Yes of course. Can the HP system be written in a way so it makes sense and is still fun? Of course it can. Are two high level rigs for a lvl 1 character unbalanced? Of course, but so is a +5 Holy Avenger and I don't see any rules to prevent 1st level characters from using them. Maybe you should trust the DM that he won't hand out lvl 20 items at lvl 1 like candy?
The 15 minute workday still exists in 4E to remove it you either need to remove resource managment completely or, the much better idea, encourage to write adventures with a time limit or at least don't make the dungeons static untill the adventurers come. When the PCs rest the dungeon inhabitants prepare their defenses, flee or hide their treasure.
Every PC doing something different each round? In 3E maybe but in 4E everyone will use his 1-2 encounter powers first and then use his at will power over and over again. Its like everyone in 4E has as many combat options available to them than 3E fighters.

And many of those explanation for HP, surges, etc. are rather weak. For example when HP only represents stamania which is completely replinished by resting, why can you only rest once a day and not twice?

Instead of trying to write the rules in a way so that they are streamlined and still believable WotC simply said "screw believability". Of course people who want believable games are not very thrilled about that.
 

Derren said:
Instead of trying to write the rules in a way so that they are streamlined and still believable WotC simply said "screw believability".


Once again, your opinion and suspect speculation.

In fact, I've heard the designers did keep an eye towards "believability", but maybe not as much on realism…
 

Steely Dan said:
In fact, I've heard the designers did keep an eye towards "believability", but maybe not as much on realism…


So far it doesn't look like it though. When many of the released rules have problems with believability, how can you still believe that for the designers believability is a high priority?
 

Derren said:
So far it doesn't look like it though. When many of the released rules have problems with believability, how can you still believe that for the designers believability is a high priority?
Sit amet consectetur.
 

Derren said:
So far it doesn't look like it though. When many of the released rules have problems with believability, how can you still believe that for the designers believability is a high priority?

Because to me, the rules I've seen so far for 4th Ed don't break my suspension of disbelief any more than any other edition of this ridiculous game.


In fact, they seem to be toning back on the real wackiness of previous editions.
 

Falling Icicle said:
The most common way I've seen them described is basically a heroic surge of willpower, shrugging off injury. It's like characters in alot of movies that get shot or badly wounded and all seems lost but then, through great resolve, they get up and fight almost as if they were never injured.

The way I'll explain it is pretty simple: imagine every boxing match Rocky ever fought.
 

Morrus said:
The way I'll explain it is pretty simple: imagine every boxing match Rocky ever fought.
I think that is exactly right.

And I really don't like the idea of healing from the kind of battles that happen in D&D as easily as Rocky recovers from a round of boxing.
 


Derren said:
Not surprising I don't agree with you that your definition of fun is the only one and that 4E makes everything correct. Can it be fun to play a fighter who is not limited by encounter powers? Yes of course.
Sure, of course it can be. Is it as INTERESTING as playing a wizard, cleric, druid, etc? Not in most cases. Has almost everyone in my group enjoyed playing a Warblade way more than a fighter? Yep.
Derren said:
Can the HP system be written in a way so it makes sense and is still fun? Of course it can.
Well, this is where you lose me a bit. HP have never made sense. We've always just glossed over the problems with them because we didn't want to keep track of conditions or roll on a random table to see if enemies hit me in the arm so I was -2 to hit with that arm. We didn't want to deal with the hassle of having to stop and rest for two weeks because the fighter broke his leg.

I can't think of any form of hitpoints that make sense in all cases and are still fun. Feel free to explain one to me, but no edition of D&D has had HP that make sense.
Derren said:
Are two high level rigs for a lvl 1 character unbalanced? Of course, but so is a +5 Holy Avenger and I don't see any rules to prevent 1st level characters from using them. Maybe you should trust the DM that he won't hand out lvl 20 items at lvl 1 like candy?
You can...but it never worked. In 2e there was no way to reliably predict the power level of PCs because you had no idea if the players had bracers of ac 0 at 3rd level or not. DMs didn't know what was an appropriate level for a +4 sword other than guessing. So guesses varied dramatically.

Even in 3e where they tried to fix this by assigning gp values to all the items and then giving wealth by level guidelines most DMs ignored them and gave out way too powerful items. Even when they gave out appropriate gp, players would stack items in one area rather than spread them around. So if a player could get 4 items that all added to AC, he'd do it and get a nearly unhittable AC.

Sure, it's possible to just say "Players shouldn't be given rings before they reach 11th level." But then you have the players who insist on finding people who have rings and steal them or to commission a wizard to create one for them when they are 5th level, spending all their money on it.
Derren said:
The 15 minute workday still exists in 4E to remove it you either need to remove resource managment completely or, the much better idea, encourage to write adventures with a time limit or at least don't make the dungeons static untill the adventurers come. When the PCs rest the dungeon inhabitants prepare their defenses, flee or hide their treasure.
Haven't seen it yet. Ran a number of games at DDXP and none of the groups wanted to rest early. All of them looked at their number of healing surges remaining and said "we have enough to survive more battles and we can win battles with just our at will and encounter powers, let's keep going." This is in sharp contrast to my experience running 3e where the prevailing opinion is "Spells that are of levels below your second highest are almost not worth casting. When you are an 11th level cleric and are reduced to only 1st-4th level spells, you should rest as you won't survive another encounter."
Derren said:
Every PC doing something different each round? In 3E maybe but in 4E everyone will use his 1-2 encounter powers first and then use his at will power over and over again. Its like everyone in 4E has as many combat options available to them than 3E fighters.
That's not really true. I found that some people's dailies were area of effects and they wouldn't be used until the enemies bunched up or the encounter was deemed "the hard one". The per encounter powers were mostly used when tactically appropriate rather than immediately at the beginning of every encounter. When your at will attack does 1d8+4 and your encounter power does 1d8+4 and one pushes an enemy back and the other knocks him prone there really isn't a "best" option. Sometimes it worked the other way around, where you'd want to do less damage because the additional effect of the power was more worthwhile this round.

However, yes, it DID reduce everyone down to the number of options of the fighter(plus 3 or so, since the number of options for the fighter was 1 before. Now everyone has 4 options). They tried to find a happy medium.
Derren said:
And many of those explanation for HP, surges, etc. are rather weak. For example when HP only represents stamania which is completely replinished by resting, why can you only rest once a day and not twice?
Ever tried to sleep 3 hours after waking up from 8 hours of sleep? You are normally not tired enough. Plus, the mechanics encourage the type of gameplay they want. That's the key. Don't want a party to rest after every encounter? Make it impossible with the rules. Plus, give them incentives(like milestones) for continuing.

The in game reasons are just fluff anyways. They don't mean anything. If I said "all PCs in D&D are special alien infected demons who are completely immune to pain and can never be permanently wounded. They can regenerate, but only a limited amount per day until they hibernate for 6 hours. This is a secret, even to them however." then that would be an explanation. However, it wouldn't change the game in the slightest. And a bunch of people would complain that they didn't like that flavor. If I give no explanation then each DM can come up with the best fluff they want.

Derren said:
Instead of trying to write the rules in a way so that they are streamlined and still believable WotC simply said "screw believability". Of course people who want believable games are not very thrilled about that.
I just don't believe there is a rule that would be believable that were still balanced.
 

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