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What is your top question/concern about 4th edition?

delericho said:
If you were a would-be adventurer, and were heading into the dungeon with a limited set of resouces that renewed each day, and assuming you had no fixed time limit for your explorations, would you not take things extremely slowly, extremely carefully, and in effect do precisely what groups now do: that is, expend almost all of your resources on a small number of encounters (probably one), whether in the form of buffs, fireballs, or healing, and then retreat and rest to prepare for the next section of your quest?
The 1st edition DMG actually addresses this. Forgive me if I'm not exact since it's been many years since I read it, but it basically points out that when you come back you may find that you face a foe that has summoned reinforcements, redistributed resources, is more alert and is generally better prepared. Naturally, that depends on the nature of the inhabitants of the dungeon. Thus, there was incentive to try to clear the whole place as quickly as possible before this happened. Granted, a lot of old school groups didn't play that way but that's what the DMG said on the matter.
 

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MaxKaladin said:
The 1st edition DMG actually addresses this. Forgive me if I'm not exact since it's been many years since I read it, but it basically points out that when you come back you may find that you face a foe that has summoned reinforcements, redistributed resources, is more alert and is generally better prepared. Naturally, that depends on the nature of the inhabitants of the dungeon. Thus, there was incentive to try to clear the whole place as quickly as possible before this happened. Granted, a lot of old school groups didn't play that way but that's what the DMG said on the matter.

I don't think it was a matter of clearing the dungeon. I think that the foray into the dungeon was imagined to be more like a "surgical strike"... Vietnam was probably still on everyone's mind. You get in, do the job and get out. I think that the DMG is pointing out that the dungeon is not a static environment, but will respond (eventually, anyway) to player incursions.
 

As another poster mentioned. . . I would REALLY like to see the value of armor enhanced in the game. I'm not partial on how its done, but I'd like it to be a good choice to wear heavy armor even into high levels.

The dex-based fighter should be an option, but choosing not to wear armor should still be a significant drawback. Currently it is not.
 

HP Dreadnought said:
As another poster mentioned. . . I would REALLY like to see the value of armor enhanced in the game. I'm not partial on how its done, but I'd like it to be a good choice to wear heavy armor even into high levels.

The dex-based fighter should be an option, but choosing not to wear armor should still be a significant drawback. Currently it is not.
I disagree (partially :) ). A Dex-Based fighter _might_ become viable with enough PrC and exceptional ability scores, but most of the time, it is a lot more effective to buy some good armor (and spend your XP on combat effective classes and your good ability scores on Strength or Con).

The big advantage armor wearing characters have is that they can enhance armor and shield easily (and cheaper than increasing dex, deflection or natural armor bonus). And they can benefit from most of the other enhancements, too.

That said, I do not entirely disagree: Armor should stay a very viable option for characters.
But if a dex-based fighter is comparable effective (but with very different tactics), I won't mind. I think that would be very good. (But I don't thinkt 3.5 makes this approach impossible, it's just that the core classes aren't really designed for that)
 

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