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What did we loose updateing a game from 2e to 4e

I don't know what you lost, but I think you gained an extra O. ;)

In all seriousness, I had a long-running Star Wars character who was statted up in a homebrew White Wolf system, the WEG d6 system, the original and revised d20 systems by WotC, and Star Wars Saga Edition. In each rendition, he has gained something and lost something.

This is a trend I have noticed with various conversions I've done over the years. I've switched game systems in a few games, and each time it affects how a character is played. In fact, I have a 4e dwarf sorcerer who is about to be translated to Pathfinder. And he's going to lose a lot of his feel.

That being said, some things are constant. How you roleplay your character, for example.

And sorry if I'm a bit off-base. I've only had time to skim the original post.
 

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Um, I am not sure where you are going with this...so let me say again. PHB1-3 are all core.

Are warforged in either of those books? Revenants? The vampire class?

what ever you know what I ment.

No, I don't.

and when a PC asked for a buff, or a heal? now compair that to taking the same spells.

"Don't be silly ... bards can't heal."

I could picture the conversation going into nonsense, with the "bard" making repeated Bluff checks to cover up lapses ("I didn't prepare Majestic Word this morning." "Bards don't prepare spells! (rolls Insight)" "What, really? Well, I'm an Arvenian bard. They don't have healing. (rolls Bluff).").

The adventure went just fine the first time, and everyone loved it...so much that one of those players wanted me to rerun it now in 4e to finish it. The swords were needed to hurt the corruption spirit becuse the swords were +3/+5 vs X (each one +5 to a diffrent creature) and they had a cool spell like ability and a breath weapon like attack (once per month). If the PCs had found other +3 weapons (witch I just did not include in the world) they would have worked.

That's the problem in bold right there. There is only one solution.

Yes but now so can fightter or Rouge...

No. I don't see many stun (save ends) powers for either class. They're not controllers. Unless you're talking about "locking down by beating the victim unconscious in only one round" which is a time-honored way of dealing with the encounter.

ok, so what way are you thinking? I know we once killed a vampire with a war horse (if you want to know just ask)

I once killed a fey with a car :)

What adventure? the adventure is/was find the swords...if you choose not to find the swords you must want the adventure to end. the story of the angle is still going...but with you having no way to stop him.

You hadn't said that before. I was under the impression that stopping the villain's nefarious plan was the adventure. And I still say relying on the swords is bad writing. What if you had an entire party of wizards? Would they even want the swords?
 
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Are warforged in either of those books? Revenants? The vampire class?

look I don't know what you are trying to do here... I allowed any 4e the same way I did in every edition ... All I did was point out races got more and more out there... And that effects the story.


"Don't be silly ... bards can't heal."
yea so you can't have the same mystery like I said now why we went through all of this together back to were I started... In 2e you could open your book look at the bard class and the wizard could pull it off...

That's the problem in bold right there. There is only one solution.
I don't see the problem at all. There was a problem with a solution and the pcs then and now saw no problem so please exain what you see that 11 of us did not


You hadn't said that before. I was under the impression that stopping the villain's nefarious plan was the adventure. And I still say relying on the swords is bad writing. What if you had an entire party of wizards? Would they even want the swords?

Then the corruption angle and his army win... Because no party of adventures ever came out and opposed him... I would have warned the party if they showed up with all wizards

I thi k we got WAY off track here though... The systems have always shaped the stories and I am trying show how it changed
 

look I don't know what you are trying to do here... I allowed any 4e the same way I did in every edition ... All I did was point out races got more and more out there... And that effects the story.
It was a point over what classes/races were in the Core PHH or not. Warforged are a race found only in the Eberron campaign setting book. 2e had crazy races in its setting books too - remember Spelljammer, Dark Sun and Planescape? Hell, even Dragonlance had minotaur.

Revenants appeared in 4e Dragon magazine (and recently Heroes of Shadow). You have to go pretty far afield to find them. I read Dragon magazine in the 2e days. They had crazy races in there too: cat people, dog people, small size spider people, pixies, etc.

In 2e your players could have shown up with a tri-keen, a gif, a half-giant or a pixie, all which were supported with 2e rules. Just because they didn't then doesn't mean it's the new system's doing. It could be that it's more acceptable to ask to play a funny race, that there's more rules support (more feats, more advantageous with various ability scores without the disadvantages of class/level limits), or access (DDi gives you access to every rule and option in every book, vs. combing over every 2e tome).
 
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yea so you can't have the same mystery like I said now why we went through all of this together back to were I started... In 2e you could open your book look at the bard class and the wizard could pull it off...

Lets see that Wizard try to pull off a 1E Bard. ;)

There was a big change from the first to second step. The Bard was re-written to be a jack-of-all-trades-master-of-none so he could pretend to be anything else (and anything else pretend to be one). In 4E that's just a good Bluff check.
 

My position is a lot of the "differences" you're seeing here are cultural or generational. I wouldn't be surprised in the least if 2e adventures (or retro-clones) being written today bore little resemblance to the older ones. More time means more time to learn from previous mistakes.

look I don't know what you are trying to do here... I allowed any 4e the same way I did in every edition ... All I did was point out races got more and more out there... And that effects the story.

And I disagree. Other than the warforged, those races or equivalents existed in 2e. There were weird undead races in Ravenloft (or was that Requiem?), just like there's weird robot races in Eberron in 3.x. While some of the 4e core races (dragonborn) are weird, some have existed a long time (tieflings, I don't believe they were ever core previously). 4e even dropped a weird race - gnomes, seemingly a comedic cross between dwarves, halflings and elves - that only seem to have a reason to exist in Eberron. (Kudos to Keith Baker's Gnomes of Zilargo article for making gnomes cool again.)

If you didn't want weird races affecting the story, you should have told your players they can only play PH1 or PH1-3 races. That would mean no vampires, no revenants, no warforged, and they wouldn't be affecting your story. Instead, you allowed anything. If you did that in 2e, you could have a party full of werescorpions -- as I saw in one of my first games -- or any of the weird races in Spelljammer (zikchil, rastipede, giff), Planescape (bariaur), Dark Sun (muls, thri-kreen, half-giants) and what have you.

So in short, that's a game issue -- your decision to allow everything -- and has nothing to do with editions.

I don't see the problem at all. There was a problem with a solution and the pcs then and now saw no problem so please exain what you see that 11 of us did not

Sure.

There is only one solution to the problem. Your players have gone through the adventure already and so know it. What if they didn't? They could have missed a clue, failed a NWP/skill check, etc. And then they're stuck. That's bad adventure writing. Of course, saying that, this was before I knew that getting the swords was as big a part of the adventure as facing the bad guy. But I think, based on cultural evolution rather than rules, that it's still bad writing, and today's adventures, regardless of edition or even rule set, wouldn't be written that way.

You could certainly make a mistake like that in 4e. "This character is a demi-god/demon prince/whatever. Only the Five Swords of Whatever can kill him. He's just immune to everything else." The rules don't stop it. New trends in adventure writing usually do.

I thi k we got WAY off track here though... The systems have always shaped the stories and I am trying show how it changed

I think culture shapes them a lot more. But you keep going at the rules and not changes in the way people play. Maybe it's an age difference - I'm in my thirties, so old enough to have played 2e but not as set in my ways as an older player might be. I'm sure younger people who write and run 2e DnD adventures today will do so differently than your group does.

I know there are "retro-clones" out there. I wonder if anyone has read any of their adventures, and can see if I'm onto something there.
 

You hadn't said that before. I was under the impression that stopping the villain's nefarious plan was the adventure. And I still say relying on the swords is bad writing. What if you had an entire party of wizards? Would they even want the swords?


I don't see how get the swords is any different than "]stopping the villain's nefarious plan" Just getting the swords is stupid. The point is getting the swords to stop the villains nefarious plan.

The swords being the macguffin to enable that goal. Fetching the swords just because is pointless if you don't use them to their intended purpose.

Furthermore, since it was a homebrewed adventure, it didn't have to be swords. if an all wizard party shows up, then the GM makes the macguffin be wands. Homebrewed plots should be customized to entertain, interest and challenge the players you have, to ignore this is to diminish the value and opportunity homebrew plots have.

But as I said upthread, if the OP says his GMing has improved, then his adventure writing should also have improved. Therefore, looking at how he wrote the adventure just reveals mistakes he made back then, and would not make now. I would give him credit that he would make the macguffins be whatever would work in the ruleset he uses and for the party he has (kinda like he said when he talked about making the powers movable to other items).
 

This sounds like a pretty cool campaign, and I plan on confiscating a few ideas from it.

Right away my first snag…5 swords wont work. 3 of my players do not use melee weapons at all, and 2 of them only use implements (well and his own hex blade). So I came up with the idea of the swords were broken and there power can be claimed from the sites of power, and it is like a boon type award anyone can use.
Very cool solution. I would have said the swords' inherit magical properties allowed them to be used as implements to channel magical energies through.


Second problem… the angel and his men, they were unhurtable to PCs in 2e because you needed +3 weapons to hurt them…and the swords were +3/+5 vs X. So without that why would the PCs need the deus ex machine items.

add the following Trait to stat blocks:
"Unless the killing blow is from one of the swords or channeled through one of the swords, the angel and his men restore to full hit points 2 rounds after defeat."

They get knocked down, but get right back up.

Third well I will call this a snag not a problem, but one that chris (player of 2e only) really felt made the whole game weird. No one batted an eye lash at no full casters. See in the first game we had a druid, and the wizard, but they were it for the PC access, and PCs feared no spells in 2e…in 4e we had no defender, but that is not the same. It was a big fear back then, that without artillery there was a good TPK chance, not so much in 4th.

Third part B… the whole idea of no encounters out of your range, and ‘fair challenges’ was very much a different feel.

Perfectly fine to have unbeatable encounters. Just make sure the players realize the enemies knows the players are beneath them and verbalize that. Perhaps the enemies mock thier feeble hits.

Fourth, magic items. In the original game there were few bits of treasure, especially since a large number of the fights were against animals. In the original it was also very frontier…whole games went by with no town nearby. Now in 4e that is a little more of a handicap.

4e's default setting is very much like this, towns are points of light in the wilderness. Feel free to file the serial off any creature and call it something else with the same stats.

Fifth…TRAPS. In 2e a trap was an encounter. Some of them were puzzels to be solved out of game, others needed creative ideas and rolls. In 4e skill challenges just are not the same. I can’t make a dungeon be 7 traped rooms, and 1 golem. In 2e that was a great nights adventure.

Encounters don't have to be limited to a single room. Nor are traps skill challenges (tho they can be). If you have a party of 6, you have an XP budget for 6 to make an encounter. Have 4-6 traps of various level and 1 golem. Put the traps in different rooms. Have the golem chasing them to impose a time crunch to limit healing. They can outrun the golem and get to the next trap, but if they stop for a short rest, they have to fight it.
If it's the guardian of a dungeon, drop clues that it can only be defeated by smashing whatever runes are embeded in each room the traps are in. It gets killed, it re-assembles after 2 rounds and chases the players again. Add 1 round to the delay to get back up for each trap they destroy, showing that it's weakening.

Sixth… the mystery character. Since PCs and NPCs use such different rules the in game hints could never be the same, and worse no cross over ont eh spell lists. The whole bard/wizard idea only worked because of shared spells. This whole idea got dropped, there is no way to make it work like it did back then.

You can give it whatever powers you want. Give it some bard powers, some wizard powers, and use which ever ones you want.


Kobolds are not particularly threatening indiviudally, but given large numbers of the vermin, or particularly talented amongst the tribe...
 

My position is a lot of the "differences" you're seeing here are cultural or generational. I wouldn't be surprised in the least if 2e adventures (or retro-clones) being written today bore little resemblance to the older ones. More time means more time to learn from previous mistakes.
first, I think those cultutal and generational diffrences are reflected in the rules. I do not look back saying "Man I want to play 2e again"

I even understand some of the changes are needed one, and alot of them make the game better. I am now though looking for what changes made the game diffrent.


And I disagree. Other than the warforged, those races or equivalents existed in 2e. There were weird undead races in Ravenloft (or was that Requiem?), just like there's weird robot races in Eberron in 3.x. While some of the 4e core races (dragonborn) are weird, some have existed a long time (tieflings, I don't believe they were ever core previously). 4e even dropped a weird race - gnomes, seemingly a comedic cross between dwarves, halflings and elves - that only seem to have a reason to exist in Eberron. (Kudos to Keith Baker's Gnomes of Zilargo article for making gnomes cool again.)

I disagree 2e was set up to be PHB1 as core, and everything else added. 4e was set up to be everything core.
Example: 2e Mul did not get support in any non DS books (that I know of)
example: 4e genesi and swordmage get support in arcane power.

It is diffrent set ups. Did you see weird stuff in 2e, YES. Was the defualt assumtion that all of it was there, no.

I remeber councle of wyrms had half dragons, and the under dark book had drow, and 12 or 13 years ago I could most likely name 10 more races in books.

How ever 4e has 3 Phb, 3 campaing worlds, and gnoll and reverant in Dragon, and now heros of shadow and heroes of fey bringing more.

DO you really look at them and see the exact same?


If you didn't want weird races affecting the story, you should have told your players they can only play PH1 or PH1-3 races.

1st of all I am one of 6 people sitting down to game, I think it highly rude to say "No one can play what they want tonight" second, I was not complaining, or stating a value judgment. I was telling you what changed.


That would mean no vampires, no revenants, no warforged, and they wouldn't be affecting your story. Instead, you allowed anything. If you did that in 2e, you could have a party full of werescorpions -- as I saw in one of my first games -- or any of the weird races in Spelljammer (zikchil, rastipede, giff), Planescape (bariaur), Dark Sun (muls, thri-kreen, half-giants) and what have you.

I saw 3 bariaurs, 2 muls, 3-4 half dragons, more drow then I want to count, the flying elf, a pixy, a vampire, 2 were wolfs, a were rat, and 3 were bears... and like 200 humans, 100 elf, 50 dwarf and 50 half elfs...

in 4e the choices are more vairied...it makes the group of 5 out there races more likly.

So in short, that's a game issue -- your decision to allow everything -- and has nothing to do with editions.

I disagree


now to the big one:



Sure.

There is only one solution to the problem. Your players have gone through the adventure already and so know it. What if they didn't? They could have missed a clue, failed a NWP/skill check, etc. And then they're stuck. That's bad adventure writing.
there was no skil or NWP or clue that was soo important missing it meant throwing the game away. Not in high school, not now. You are just makeing things up here.

the game flows...and you have multi clues and multi checks and It is HIGHLY unlikly that they miss them all (But if they do you put in more).

Of course, saying that, this was before I knew that getting the swords was as big a part of the adventure as facing the bad guy.
so was learnign of the story of the swords, and talking to lots of things along the way...


But I think, based on cultural evolution rather than rules, that it's still bad writing, and today's adventures, regardless of edition or even rule set, wouldn't be written that way.

So let me get this straight. I designed a contanant and placed in it 5 artafact swords (In pentagram patern of cource) that made a cirlce of power that locked a giant evil away. Each of these items had there own feel, and powers, and each was more then powerful enough to take out the courption angel.

I let the PCs explore the land, make friends and enemies. They choose to get the swords (the first time with no thought, this time as a last hail mary) Months of 2e gameing every week were spent traveling and searching and getting the swords.

When the PCs got the swords they loved them, and used them and beat the coruption angel. The problem was that when they were getting the second sword they had freed a greater threat (Praxton) and they were now moving on to handle him when game blew up.

and you think that is bad gameing and bad story telling?

You could certainly make a mistake like that in 4e. "This character is a demi-god/demon prince/whatever. Only the Five Swords of Whatever can kill him. He's just immune to everything else." The rules don't stop it. New trends in adventure writing usually do.

see this is NOT what it was in 2e, but what it came to be in 4e. Again the swords were not built to be the prison (they were used to power the prision but that was not any of there orignal purpose they all had stories) They were not meant to fight the bad guy at all.

They were POWERFUL enough to be used by the PCs that way. In 2e the rule of needing +x to hit was not a rare and mighty enchantment.

If I remember wights and vampires could at low level have need +1. I 3e they took away immunity (Not a judgment call I am not debating good or bad here) and made DR. so it would look like DR 20/+3 or something...but PCs could craft there own weapons (in 2e they could but it was unlikly). in 3.5 they made it easier still by makeing it 20/magic (Not a judgment call I am not debating good or bad here). a +1 became just as likly to hurt something as a +5. They kept the idea of /epic though.

In 4e that stuff is now gone (Not a judgment call I am not debating good or bad here). ressist works diffrent then DR or immunity.

In 2e they sat down and heard "Need a +3 to hurt them" and "Legend of a mighty +3 sword" and that was fine... in 4e "Non magic weapons don't work" does nto fit the system as well.

Now remember None of this stoped me. I just found solutions...some easy, some took a little time, none too hard. However when the rules help shape the world and the story, the changes to rules change the story and the world.


I think culture shapes them a lot more. But you keep going at the rules and not changes in the way people play. Maybe it's an age difference - I'm in my thirties, so old enough to have played 2e but not as set in my ways as an older player might be. I'm sure younger people who write and run 2e DnD adventures today will do so differently than your group does.

I turn 31 in sept. so we are closer in age then you think. And I doubt 1/10th of the number of 15 year olds are playing 2e today as back in 95...so that is really hard to say.

I know there are "retro-clones" out there. I wonder if anyone has read any of their adventures, and can see if I'm onto something there.

I would as well, but I also wonder if you could step back and see this a diffrent way.

try this one. In 2e my 2nd level wizard had 2d4 hp, and could cast 2 1st level spells per day.
In 4e my 2nd level wizard has 30hp, and has 2 at wills, 1 encounter, 1 daily, and a utlitiy power.

they story of Linus the Evocer is very diffrent at level 2 in both. In 2e he needs to be very afraid (1d10 can kill him, and he only has 2 rounds at his best). In 4e he is part of the party from day one.

at level 12 the worm has turned, and 2e wizard (still maybe with 30 hp) can put up buffs like stone skin that just negate attacks (I use to love waiting for a DM to call enough damage to kill me then say "Wow I only have X hp, but pink...thats one off my stone skin" there is just no equvalant in 4e to that.
 

This sounds like a pretty cool campaign, and I plan on confiscating a few ideas from it.
thanks...feel free.

Very cool solution. I would have said the swords' inherit magical properties allowed them to be used as implements to channel magical energies through.
I thought of that, but I figured impowering them was cleaner, and easier.




add the following Trait to stat blocks:
"Unless the killing blow is from one of the swords or channeled through one of the swords, the angel and his men restore to full hit points 2 rounds after defeat."

They get knocked down, but get right back up.
sounds cool, but I would fear the death cycle of they keep getting up and PCs not running. I made them see them in action with out fighting them (through amazon magic)




Encounters don't have to be limited to a single room. Nor are traps skill challenges (tho they can be). If you have a party of 6, you have an XP budget for 6 to make an encounter. Have 4-6 traps of various level and 1 golem. Put the traps in different rooms. Have the golem chasing them to impose a time crunch to limit healing. They can outrun the golem and get to the next trap, but if they stop for a short rest, they have to fight it.
If it's the guardian of a dungeon, drop clues that it can only be defeated by smashing whatever runes are embeded in each room the traps are in. It gets killed, it re-assembles after 2 rounds and chases the players again. Add 1 round to the delay to get back up for each trap they destroy, showing that it's weakening.
I am totaly stealing this idea.


You can give it whatever powers you want. Give it some bard powers, some wizard powers, and use which ever ones you want.
Yes I could, and that is the problem.

see in 2e if you were paying attention, you would see that the robed figure and the bard were never seen togather, and shot the same numbe of magic missles, and that the bard always seamed to have just one or two too many spells, and all of it could be back tracked to the PHB and looking up the spells and the spell charts. It was an ingame mystery with out of game clues to kinda act like easter eggs.

IN 4e if I took 3 bard powers and 4 wizard power and a fighter power and put them all on an NPC no one bats an eyelash... no NPC (Ok maybe few NPCs) have PC classes.

The best part of the mystery was when chris or kurt looked back, it all made sense...she could have been a PC wizard and pulled it all off.
 

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