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What CAN'T you do with 4e?
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<blockquote data-quote="charcoalninja" data-source="post: 4285869" data-attributes="member: 68710"><p><strong>nothing</strong></p><p></p><p>I have yet to see a single thing 4E cannot do, or a game type 4E will not work for.</p><p></p><p>I realise there is an amount of jest in this thread, so I'm not going to talk about the missing druid, monk, etc.</p><p></p><p>But I don't understand how people can claim 4E restricts you to archtype. You want to play a dual weilding cleric? Take ranger base, multiclass into cleric, take a cleric paragon path or cleric instead of paragon path. Or just take the TWF feats, since your cleric will then be fighting with two weapons. To focus on other points mentioned in this thread:</p><p></p><p>When people say things like "play a spear wielding ranger" or other such class X doing Y they're really getting way too focused on semantics. You want to play a swashbuckler, they're not fighters. The characters are identical, but now rather than fighter written next to class you have ranger or rogue.</p><p></p><p>From what I've seen you can make pretty much any character you want aside from psionics, bards and such specifics because they just haven't been released yet, but they will be. You couldn't play a Psion in any edition of D&D with just the core. Though if you ONLY have the core it's very simple to alter wizard or warlock into having the flavor of a psion.</p><p></p><p>In terms of game styles 4E strikes me as being a very narrative based game. And thus since it is narrative based it can tell any story you want. If you want to roleplay rather than roll dice for your characters do so, the players can just say they take 10 on everything and you give them DC modifiers based on the roleplay. 4E doesn't stop that at all.</p><p></p><p>If you want to play mass combat, 4E I argue does it even better than any other D&D before it, since we now have minions and you can create an encounter with 20 odd minions for the PCs to fight. Mass combat in D&D worked as a movie spot light for the most part anyway as far as I remember.</p><p></p><p>People mentioned that 4E is built for one type of world, I don't agree at all with this, you can change anything about it, the fluff anything and it will work for your world.</p><p></p><p>Resource management can be achieved through a slew of 1/day magical items in your bag of holding that your character switches out based on the situation. Combine this with ritual scrolls and ritual magic and you can have your gadget master with an answer to any situation with ease.</p><p></p><p>All of the classes are ready to roll all day, they have a few special ubermoves but they can fight and do cool stuff all day long. They have more cool stuff to do at will than any edition before them as well.</p><p></p><p>Number crunching and adding bonuses and layering effects is the domain of wizards and leader classes, plenty to do there. You even get to layer effects like free attacks, there's armour debuffs for monsters, stunning and other effects that can overlap for great fun.</p><p></p><p>A mundanes game you could play by setting everyone's hp at their bloodied level for the first while. Boom, they're now peasants.</p><p></p><p>With the good vs good campaign, 4E has said that anything can be any alignment. So you can take any monster you want and have them good. In fact you have more freedom for good vs good than any other edition because there is no mechanical impact for alignment. Paladins don't fall for slapping bratty kids anymore so there's even more fun.</p><p></p><p>Different eras: 3E had one table in the DMG that listed some weapons damage. That's hardly anything you'd need for a future game. If you want a future game rename the weapons. Greatsword is lightsaber, longbow is blaster, etc. a few flavour changes and you've got your high tech world. </p><p></p><p>Magic universities are just as viable if not moreso than in other editions because you can, completely within the rules make up any ritual you want. Diviners are ritual magic casters, etc. Summoners and binders and necromancers will all be in a future suppliment but you could easily make them work with the core, again by using rituals and writing a few powers.</p><p></p><p>Planescape - 4E does this just fine, you're talking about a few flavour changes inherent to any campaign setting. Claiming you can't play Planescape in 4e is like claiming you can't play FR. You can do both just fine.</p><p></p><p>Gnomish inventions - Skill Challenges for building things, use non magical rituals for greater tech. Want to create a mech? Ritual: Mechwarrior construction. Takes 2 weeks, costs 2000g end result you get a mech you can use <insert mech stats>. The framework is there...</p><p></p><p>Magi-Tech - 4E does this better than any other edition ever because now all you need is money. people need a feat to be able to cast ritual magic, and now you can have people building floating cities, magical buttresses or whatever else you want without having to be epic level if you don't want them to be. Magi-tech, because of the core ritual system is completely and powerfully supported by the 4E core especially with Disenchanting and residium.</p><p></p><p>Considering I don't have the DMG handy, I can't comment on the castle arguement.</p><p></p><p>I could go on. I feel that 4E can more than handle anything you could come up with, with a minimum of effort. Of course though the farther you go from the type of game D&D is (heroic fantasy) the more work you yourself is going to need to do. Sci fi, mystery, horror, etc, all possible with the 4E mechanics, just take more and more work to do. </p><p></p><p>Just my take on it.</p></blockquote><p></p>
[QUOTE="charcoalninja, post: 4285869, member: 68710"] [b]nothing[/b] I have yet to see a single thing 4E cannot do, or a game type 4E will not work for. I realise there is an amount of jest in this thread, so I'm not going to talk about the missing druid, monk, etc. But I don't understand how people can claim 4E restricts you to archtype. You want to play a dual weilding cleric? Take ranger base, multiclass into cleric, take a cleric paragon path or cleric instead of paragon path. Or just take the TWF feats, since your cleric will then be fighting with two weapons. To focus on other points mentioned in this thread: When people say things like "play a spear wielding ranger" or other such class X doing Y they're really getting way too focused on semantics. You want to play a swashbuckler, they're not fighters. The characters are identical, but now rather than fighter written next to class you have ranger or rogue. From what I've seen you can make pretty much any character you want aside from psionics, bards and such specifics because they just haven't been released yet, but they will be. You couldn't play a Psion in any edition of D&D with just the core. Though if you ONLY have the core it's very simple to alter wizard or warlock into having the flavor of a psion. In terms of game styles 4E strikes me as being a very narrative based game. And thus since it is narrative based it can tell any story you want. If you want to roleplay rather than roll dice for your characters do so, the players can just say they take 10 on everything and you give them DC modifiers based on the roleplay. 4E doesn't stop that at all. If you want to play mass combat, 4E I argue does it even better than any other D&D before it, since we now have minions and you can create an encounter with 20 odd minions for the PCs to fight. Mass combat in D&D worked as a movie spot light for the most part anyway as far as I remember. People mentioned that 4E is built for one type of world, I don't agree at all with this, you can change anything about it, the fluff anything and it will work for your world. Resource management can be achieved through a slew of 1/day magical items in your bag of holding that your character switches out based on the situation. Combine this with ritual scrolls and ritual magic and you can have your gadget master with an answer to any situation with ease. All of the classes are ready to roll all day, they have a few special ubermoves but they can fight and do cool stuff all day long. They have more cool stuff to do at will than any edition before them as well. Number crunching and adding bonuses and layering effects is the domain of wizards and leader classes, plenty to do there. You even get to layer effects like free attacks, there's armour debuffs for monsters, stunning and other effects that can overlap for great fun. A mundanes game you could play by setting everyone's hp at their bloodied level for the first while. Boom, they're now peasants. With the good vs good campaign, 4E has said that anything can be any alignment. So you can take any monster you want and have them good. In fact you have more freedom for good vs good than any other edition because there is no mechanical impact for alignment. Paladins don't fall for slapping bratty kids anymore so there's even more fun. Different eras: 3E had one table in the DMG that listed some weapons damage. That's hardly anything you'd need for a future game. If you want a future game rename the weapons. Greatsword is lightsaber, longbow is blaster, etc. a few flavour changes and you've got your high tech world. Magic universities are just as viable if not moreso than in other editions because you can, completely within the rules make up any ritual you want. Diviners are ritual magic casters, etc. Summoners and binders and necromancers will all be in a future suppliment but you could easily make them work with the core, again by using rituals and writing a few powers. Planescape - 4E does this just fine, you're talking about a few flavour changes inherent to any campaign setting. Claiming you can't play Planescape in 4e is like claiming you can't play FR. You can do both just fine. Gnomish inventions - Skill Challenges for building things, use non magical rituals for greater tech. Want to create a mech? Ritual: Mechwarrior construction. Takes 2 weeks, costs 2000g end result you get a mech you can use <insert mech stats>. The framework is there... Magi-Tech - 4E does this better than any other edition ever because now all you need is money. people need a feat to be able to cast ritual magic, and now you can have people building floating cities, magical buttresses or whatever else you want without having to be epic level if you don't want them to be. Magi-tech, because of the core ritual system is completely and powerfully supported by the 4E core especially with Disenchanting and residium. Considering I don't have the DMG handy, I can't comment on the castle arguement. I could go on. I feel that 4E can more than handle anything you could come up with, with a minimum of effort. Of course though the farther you go from the type of game D&D is (heroic fantasy) the more work you yourself is going to need to do. Sci fi, mystery, horror, etc, all possible with the 4E mechanics, just take more and more work to do. Just my take on it. [/QUOTE]
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