D&D 4E Thoughts on 4E from an "Outsider"...

Grossout

First Post
I posted once or twice on this site about a year ago, trying to get advice on whether or not 3E was for me. Folks were generally very helpful with advice and insight, but the consensus was that it would be a good idea to pick up the starter box set (or whatever it was called) to give it a try. So I did. It came with the complete players guide in soft cover as well as some minis and other stuff. Nice stuff. I checked out the complete set, reading the PG twice over and came to the conclusion that no, D&D 3.5E was not for me.

See, I haven’t played since 2E and even then, I guess it was a “stripped-down” version of 2E, though at the time, I didn’t know it. I was pretty young and just showed up to play my character. By “stripped-down”, I guess I mean that we didn’t use minis or worry too much about encumbrance, among a lot of other things that I now realize were part of the rulebook. The thing is, I had blast with it.

Combat was so simple and fun. We didn’t worry about being flat-footed, or having multiple attacks. I’d pretty much just declare who I was attacking, and which weapon I was going to use. Then I’d roll. Most of the time, my only other option was to run. Sure, we would try to “surprise” a group of monsters on occasion, but once the fight started, most of the combat tactics that I read about in 3E were nonexistent. I guess those concepts and tactics consisting of being able to move X amount of “squares” gives no excitement to me. If I’m fighting, I’m swinging my weapon or casting my spell. And if I’m losing, then I’m running. DM rolls to see if we’re pursued. I hate the exactness of squares. They're good for the DM's personal map, but seem to take away from the storytelling of the fight, not to mention a chore.

From what I can remember, if a battle lasted a long time, it was because the monster and/or the party were rolling low and missing – not because we were fanatically maneuvering around the room to gain a combat advantage. While I can see how some people would enjoy that part of the game, to me it’s a little too much like chess. I don’t want to think a whole lot while I fight.

Anyway… what am I getting at? It’s funny, but I couldn’t be more excited for 4E! I keep reading that the goal is to make it much easier to learn and run. Sounds like a great idea. The problem is, I still see that a lot of the concepts that turned me off about 3E are resurfacing (the rogue’s new “three step shift” move?). Ugh.

What I’m hoping for is a game that is completely playable without minis or stand-ins of any kind. A game I can play completely with my imagination. I thought that was the point in the first place? I’m not saying that the “chess-like” parts of the game should be removed, as they’re obviously not going to be. I would just like to play the game minus that stuff without throwing off the balance of the game. After all, if you take away all those moves, what fun would it be to play a rogue?

Couldn’t I still use some cool moves without being so specific about squares? Couldn’t I just declare to my DM that I’d like to “hide in the shadows and try to backstab the biggest orc?” Then he’d say “okay, roll for it and we’ll see if he notices you.” Instead of the “three step shift”, couldn’t I just declare that I’d like to “quick retreat” or whatever – maybe it could still be called “three step shift - without having to visibly see it on the table. Example: The orc is kicking my butt. I’m gonna use my quick retreat move to get out of the way, so he doesn’t get a free attack on me as I turn my back. I roll for it. It works. I’m out of the melee. Why do I need squares? I hate squares. Anyone agree with me, or am I way too out of touch? Anyone at least see where I’m coming from?

I guess I’m interested to see just how Wizards is going to make the game easier and faster. I don’t know how anyone could not be in favor of that. I like the concept of D&D enough that I would LOVE to DM sometime, something I’ve never done in any edition before. There’s no way I could run a 3.5E game. Here’s hoping squares or no squares, 4E is for me.

Any thoughts?
 

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Grossout said:
Any thoughts?

It wasn't your intent, but your post *really* makes we want to break out my old Moldvay Basic set and run my nephews through the Caves of Chaos.

In fact---yeah, I'm gonna do it.

I'm optimistic as all hell about 4e, but I think I want something smooth and simple in the meantime.

Thanks!
 
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Eh... I don't think you're in much luck when it comes to the removal of the "squares..." Technically you "could" play the game without them, but for many of the abilities a lack of some sort of reference would be very confusing.

I agree I sometimes long for the days when we didn't bother with minis... not really sure how, but it worked.

Have you ever tried playign with just the minis? (ie no squares, but still refference miniatures...) It's a little faster in my opinion, but everyone has to be on the same wavelength, as stuff like movement gets changed to "about this far," or spell radiuses get changed to "about this big."

If you have a few who get caught up in exact distance, it tends to devolve into "misunderstandings," or even arguments...
 

Caves of Chaos - Exactly!

The thought about minis w/out squares sounds like it could work. That's something to consider I guess.
 

Untile 3E I never used mini's, I sill had a ton of fun in 2E,1E, and Basic without them.

I was reluctant to use mini's but around the same time as 3E we got a new player who's group before had always used them and with a combination of his desire and a more tactile based system of 3E we started.

I now love using them.

Imagination is great and using a physical representation of the characters and monsters help with that, also as a DM instead of just guessing how many orcs or what not are caught in a fireball (what I did in my pre-3E days) the player gets to see them all scattered or grouped up.

They may not be for you but since you don't run much it seems, maybe try and get into a game that uses them at a local game store or something, after a session or two you might be surprised by added effects they have on a game, then again you might not.

Also most of our mini use is limited to dungeon crawl times, the more the game uses kick in the door and take stuff mentality the more mini's help. IMO.

---Thinking about it some more, you know what might be a good section of the DMG, a few pages on how to run the game and use those manuevers ect without a grid map. It seems that map and mini use is assumed now.
 


---Thinking about it some more, you know what might be a good section of the DMG, a few pages on how to run the game and use those manuevers ect without a grid map. It seems that map and mini use is assumed now.---

GREAT Idea.
 

Grossout said:
Combat was so simple and fun. We didn’t worry about being flat-footed, or having multiple attacks. I’d pretty much just declare who I was attacking, and which weapon I was going to use. Then I’d roll. Most of the time, my only other option was to run. Sure, we would try to “surprise” a group of monsters on occasion, but once the fight started, most of the combat tactics that I read about in 3E were nonexistent.
I think, for a lot of us who stuck around longer, that kind of "stand and swing" combat stopped being interestesting once the fundamental concept of RPGs lost its novelty. You've gotta give me more meaningful choices, or else it's the dice the win or lose the fight and not me, you know?

Grossout said:
Couldn’t I just declare to my DM that I’d like to “hide in the shadows and try to backstab the biggest orc?” Then he’d say “okay, roll for it and we’ll see if he notices you.”
Honestly, I think you can pull this off in 3e. It's definitely not a style of play that's very well supported by the rules (no matter how much WotC will talk about miniatures not being necessary), but it can work if nobody on the table cares about the whole question of ambiguous placement, or minds ignoring various movement- and range-related effects. I expect 4e will be pretty much the same in this regard: You'll be able to fudge the square-counting, sure, but the rules will assume that you don't.

Personally, I don't use minatures simply because the damn things are expensive, but I make do with folded bits of paper on a big sheet of graph paper. A couple nights ago, I thought I'd skip doing even that for a fairly simple party-vs.-lone-monster fight, but I ended up bringing out my cheap-ass "minatures" in the end because the players wanted to know where they were in relation to everything else.
 

The best D&D memories aren't how many dice you rolled to crit a random mob or how many 5 ft moves you made to flank something. They come from the story. No one remembers the 15th hit on that one nameless orc npc, but everyone remembers the confrontation that led to an epic battle with the evil mage manipulating the king. So no the grid and minis are just how you get to the good stuff and shouldn't be the best part. And yes I'm very much looking forward to 4E, hoping that it remembers this fact again and doesn't get carried away with seeing how many frivolous feats it can add to a already over burdened combat system.
 

-Couldn’t I just declare to my DM that I’d like to “hide in the shadows and try to backstab the biggest orc?” Then he’d say “okay, roll for it and we’ll see if he notices you.-

"Honestly, I think you can pull this off in 3e. It's definitely not a style of play that's very well supported by the rules (no matter how much WotC will talk about miniatures not being necessary), but it can work if nobody on the table cares about the whole question of ambiguous placement, or minds ignoring various movement- and range-related effects. I expect 4e will be pretty much the same in this regard: You'll be able to fudge the square-counting, sure, but the rules will assume that you don't."

-That's actually good to hear. To me it didn't sound like I'd be able to pull off "fudging" the movement rules in 3E. Hopefully its even easier to do in 4E.
 

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