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What is the essence of D&D

  • Thread starter Thread starter lowkey13
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Mmmm.

Anyway, as a reminder:

1. 4e had a botched rollout at GenCon in August 2007, leaving many people to (mistakenly) believe that a computer was required to play; numerous misconceptions about 4e started then that WoTC never properly cleared up.

2. 4e was released on June 6, 2008. The Great Recession started between the announcement at Gencon and the release of the product; not an auspicious time to release books (and to hope for sweet, sweet subscriber revenue).

3. 4e was hoping to have a major MMO licensing tie in, computer game tie in, and so on. Again, economic timings were not favorable. In addition, the idea of "always on" internet was still fairly novel; the original (slow) iPhone was just released in 2007, and while the base of D&D players is assumedly more tech-savvy than most, these projections may have been too much too fast. Services that we take for granted such as Roll20 and twitch were not around yet.

4. In addition to (3), there are still many players that prefer tech-free times with D&D- it is a respite from technology. They may be luddites, but they are out there. Which goes back to the botched rollout in (2). No, computers were not required, but that isn't what they chose to emphasize.

5. The project was always snakebitten; as I recounted in the other thread, the developers have stated that the product was rushed, which caused them to make the classes too "samey." Anything that could go wrong did go wrong- they entrusted key parts of the computer component to, um, well let's just say an individual that was unstable and ended in tragedy. And the overly-optimistic projections (and lack of concomitant success) caused Hasbro to immediately slash funding; 4e was already dead internally by the time Essentials was released.

6. There is serious disagreement within the 4e community that I have noted regarding what should have done to salvage 4e; for example, I have seen many, many people comment that 4e didn't really make sense or come into its own until Essentials in terms of appealing to a mass market and being understandable to the casual player; however, others (such as @Tony Vargas ) repeatedly complain that Essentials is a betrayal of 4e.

7. Tying back into (2), the idea of subscription services and "Everything is Core" (repeated releases of core books each year) is an idea that was especially unappealing to consumers given the time frame; combined with the change in the licensing scheme, some gamers tuned this out as a mere cash grab.

8. That the reception for the product would be, at best, mixed was evident to anyone that wasn't on the design team. As I recounted previously, Paizo was invited to playtest 4e (to determine if they wanted to license it); after sampling it, they were confident in continuing with their own system.

9. Finally, while the "always on" internet wasn't prevalent enough for the product, this was the first edition launch where the majority of people playing the game had easy access to the internet, which made extreme and intense opinions (AKA the edition war) that much more noticeable, and a thing. People used to argue about PCs and Macs (how quaint!), but FANDROIDS v. SHEOPLE? That's a war.

10. Finally, this all must be measured in terms of what is a "flagship" product; to borrow a phrase, when D&D sneezes, every other product in the TTRPG field gets a cold. For D&D to be battling out marketshare with other TTRPGs is terrible; for D&D to be doing it with a D&D clone is unthinkable. And that's the key point that I'm about to elaborate on- think of D&D as a cruise ship. It is great for what it does, but it can't dock at every port. It can't turn quickly. It is a massive, lumbering beast. You might prefer a catamaran, or a sailboat, or a powerboat. But they won't carry all the passengers of a cruise ship. And when you're making a cruise ship, you have certain limitations- you can't make it a fast cargo smuggler!

It's the same with D&D. Too much new design, too quickly, and risk alienating some of the people that love you. Heck, think of Starbucks coffee; long known for its burnt flavor (overroasted), they have to be careful changing it up because many people expect nasty, overroasted coffee now. :(


So moving into the instant question, it's a pure category error to ascribe one's pet cause (I LOVE MARTIALS!) to the failure of a particular edition of D&D (to the extent it was a failure). First, as I described in the OP, I view D&D as a conversation between players over time, and 4e has contributed to that conversation, and is part of the DNA of the new edition.

But more importantly, there were numerous reasons that it was not as successful as it could have been as a commercial product; to the extent that it generated backlash, the reasons are multitudinous, but I would concentrate on something that Tony has said several times; the idea that if someone had kept up with the hobby, had kept up with 3e, had read Book of 9 Swords and Tome of Magic and incorporated them into their play ... maybe paid attention to more modern TTRPG theory ... maybe they didn't think it was a big change! But not everyone is like that. A lot of gamers are lapsed gamers, or occasional gamers, and to the extent that you want a renaissance in playing, you need to attract those people too- the ones that need something which is mostly familiar.

It's not about the primacy of magic; 4e is plenty magical however you want to define it. 4e was a bold attempt at a different direction that didn't work, but parts of 4e remain relevant to both how people DM and have been incorporated into 5e's rules, making 4e one of the most interesting parts of the grand tapestry that is D&D.

Just for the record, none of that influenced me. I ignored 4e largely because I flipped through the books and there was (what seemed like) endless crunch and options and stat blocks and a whole bunch of terminology I didn't even recognize. Paragon paths and feat tiers and daily vs. encounter vs. at will and...etc. etc. etc.

"Primacy of the Build" is not what I love about RPGs.
 

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I've skipped a few pages ... and sorry if I helped start the whole "4E was bad" tangent.

I'm not saying 4E was a bad game (although I admit I burned out on it, especially high level play), but to me it didn't feel like D&D. I don't think that has anything to do with magic vs martial, it was the basic structure that changed. I understand why they did it, they were trying to have better balance between classes.

For me and several other people who played other editions there was just something missing. These are just my personal observations, and observations of others that I played with.
  1. All the classes kind of played the same. I'd argue that everyone became "supernatural" or maybe anime/cartoon like. My fighter cast spells by another name. He no longer felt like a mundane fighter.
  2. It was not as genre flexible. You were kind of locked in to a certain type and style of play, there wasn't really much room to customize without a lot of work.
  3. They tried to codify too much. Yes, the rules were more airtight but because of that there was a lack of spontaneity and freedom that seemed to always creep in. I think in part we never felt like we could improvise actions that could be represented by powers.*
  4. Too many ongoing effects and conditions.
  5. Too much overhead. Daily powers, encounter powers, at-will powers. There was always that "have I played this card yet" feel to the game.
  6. It always put the game mechanics front and center. Encounters became "Magic D&D the Gathering" with cards powers being countered and your "deck" being your build.
None of these things made it necessarily a bad game. I'm not taking Essentials into account because by the time that came out it was too late.

Compare that to other versions
  1. There is a very different feel to different classes. Personally I'd like a few more mundane options, but a Champion fighter is going to play differently than a wizard.
  2. Much more flexibility to make really minor tweaks to the game that give it a different feel.
  3. In my experience the "loose" rules foster more creative solutions.
  4. Fewer ongoing conditions and effects. It's rare that you ever have more than one ongoing condition on an individual creature for most games.
  5. Less overhead unless you really want it. Yes, I still need to track some stuff but now it's just "have I used my second wind yet" or "how many 3rd level sell slots do I have left" not "have I used that daily? What about that minor action encounter."
  6. Game mechanics stay out of the way of my story telling and support it when needed. Usually.

Obviously 5E inherited bits and pieces from 4E and all previous editions. No game is perfect, but to me it feels like an upgraded version of older editions not a different game with the cosmetic trappings of D&D.

*honestly I was never able to quite put my finger on why we felt creativity was stifled in 4E, it was just a common complaint
 

I'm not seeing the value judgement that you are. It's not even about "hating 4e". It's the criticism that 4e isn't D&D. It was an oft repeated criticism. And, if you ask why, you get fifteen different answers. The only commonality seems to be the primacy of magic.

Again, this isn't a value judgement. It's not good or bad. It just is.
Eh its playstyle, which heavily favored a few set piece battles vs. more numerous attrition battles was also a commonality... often expressed (when running 4e in an attrition style) as combat being a slog or taking to long... as well as combat being boardgamey
See, while I'm not really interested in rehashing edition war garbage, I'd point something out.

Come and Get It. It was the poster boy for 4e critics. The power that couldn't be explained. It was everything bad about 4e.

So, you'd think that CaGI type powers would be all over the game right? After all, if it was such a HUGE issue, then it should be something that comes up all over the place. Funny thing is, it doesn't. If you look at the 4e PHB, between the Fighter, Ranger, Rogue and Warlord, the 4 specifically non-magical classes, you have, across 30 levels, about 240 different powers total.

How many of those do you think fit in the CaGI mould? 50? 100?

Nope.

Six.

There were a grand total of 6 powers out of 240 that worked like Come and Get It where you couldn't just chalk up the maneuver to training or other non-magical sources.

Six.

That's all it took.

Six.

Six powers out of the over TWO HUNDRED in the PHB for people to freak out about how unrealistic martial characters in 4e were and how they were doing magic stuff without casting spells.

Six powers.

Your problem is you keep looking for one singular reason people didn't like 4e... but I doubt it worked like that for most people.

For most people it was probably a culmination of things or singularly different things. For example combat in 4e and the fact that it did attrition based encounters poorly to not at all due to combat length was a big difference between it and every other edition of D&D... but that alone wasn't what made me dislike and eventually stop playing (though it was a strong factor).

You add the above types of non-magical magical powers, the heavy emphasis on grid based play (where the board-game feel argument seems to originate), the changes in lore, AEDU for everyone (where the MMO cooldown powers feel argument comes from) and so on and I found myself playing a game that rubbed me the wrong way not because of one singular thing (which I probably could have and would have ignored) but at numerous points.
 

Organic-Gelfling-Essence.jpg
 

@Tony Vargas it's right here...

"Martial: Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals. Martial characters use their own strength and willpower to vanquish their enemies. Training and dedication replace arcane formulas and prayers to grant fighters, rangers, rogues, and warlords, among others, their power."

It's very clear that martial is an atypical kind of magic in 4e. Had it been non-magical, they wouldn't have deliberately gone out of their way to use the above language. Instead, they would have said, "Martial powers are not magic."

For the record I agree with you here (I actually made this same argument a while ago) and it's why I brought up Exalted where the martial characters accomplish extraordinary to impossible feats through magic though not specifically spells... which for the purposes of the primacy of magic argument seems to be the only thing considered "magic"...
 

  1. There is a very different feel to different classes. Personally I'd like a few more mundane options, but a Champion fighter is going to play differently than a wizard.
If you think a Sword and Board fighter in 4e plays at all like a wizard I just do not know what to say. No really.
Vast difference... there is similarity you get a choice of doing something big bold and climactic once in a while.
 
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Mmmm.

Anyway, as a reminder:

1. 4e had a botched rollout at GenCon in August 2007, leaving many people to (mistakenly) believe that a computer was required to play; numerous misconceptions about 4e started then that WoTC never properly cleared up.
There are many reasons that things were botched as you put it and contributed to economic short life including that crashing economy but I think that is tangential to why some considered it NOT D&D.

I think they really can be separated out .... but maybe not
 

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