D&D 4E What's so bad about 4th edition? What's so good about other systems?

It's why I'm posting about this. Games die when DMs aren't having fun anymore. I like that my friends are enjoying the game, but I just don't know how long I can keep doing it without something changing. I'm just simply not enjoying the majority of my time during each session. And I think the particular features of 4E are contributing to that.

This is entirely true, and the whole "the math is very transparent" thing is true as well, so you're right, it is pretty obvious that the relative challenge level of encounters is the same, more or less, at all levels.

I'd say this though, different tiers DO play differently. Not totally differently, but they each seem to have their own feel. I'd say in order to keep 4e interesting the thing to do is really embrace that. The things the PCs do can get bigger and more fantastic and crazier for instance. The idea is to make things qualitatively different. The rules can do that to some extent, but as we found with older editions eventually the game runs off the rails mechanically (like around level 12 in AD&D in my experience). 4e simply caps the game at that point, which is not really a bad idea. Most games won't hit 30 anyway, so it kinda doesn't matter much and helps make the top dog monsters and such feel a bit more logical.

I think the thing with 4e is it is easier in its way to DM, but also harder. You are freed from a lot of the weird limitations and quirks of older editions, but that just means you do have to eventually focus on the issues that always existed in every game, but rarely got a lot of attention, plus a few unique quirks of 4e, like encounters that can drag on if the DM isn't on the ball.

I guess the question is if it is possible to make a level structured game like 4e that doesn't have these kinds of faults to some degree. You could as you say introduce BW/Fudge/whatever style plot mechanics, but I think if you're a good enough GM to really use those effectively, then you can handle just being collaborative with the players. It would feel very weird to me to have a D&D game where the players are MECHANICALLY expected to have meta-game level plot power. I don't mind games like that, but I see them as advanced types of games and not everyone's cup of tea.
 

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4E was the system that really opened up my eyes to the smoke-and-mirrors nature of leveling up. It was just so clear and easy to see when first reading the initial rules and then playing the system.

Once really seeing it, it's hard to unsee, and it's basically ruined the "level-up moment" for me in other games too. If the level-up involves an increased toolbox then it's good, but just increased numbers...

If the players can choose the difficulty of the encounters/monsters they face, then it's not just increased numbers.
 

If you've become disenfranchised with the concept of leveling up, there are some games which don't use levels at all. Generally speaking, a 300 point character suffers the same fate from being shot in the face as a 50 point character.
 

Yeah, I don't understand this at all. Lets look at my 1e AD&D fighter. His to-hit increases by... +1 per level! His saving throws (aka NADs basically) also increase by level in a similar manner.

Other issues will be brought in when you start comparing things like that. For example, what is the to-hit and saving throw change rate of the 1E cleric? the paladin? the thief?

4E has the math change as a universal part of the system. AD&D does not.

I'm just not really seeing the difference. The progression was a bit jumpier and a 1e level was more like 2 4e levels, but the concept was the same. Characters DO get more powerful in each game, in the same way. A 5th level 4e PC laughs at kobolds, kills goblins easily, fights orcs on about an even footing, and worries about ogres. The exact levels are different, but you can put together the same old layer-cake dungeon as of old if you want.

Mmmm.... layer cake dungeon ..... mmmmm

The only issue is that other 4E features prevent the layer cake dungeon from working. Set piece tactical encounters, combat taking too long, power refresh cycles, leveling up way too fast, XP sources, etc.,. They all contribute to the system not working well for that kind of play.

I've managed to houserule the game to the point of making it work. But just because I can fix rules to get the type of play I want, doesn't mean those rules work for that type of play.

This thread is about problems people have with 4E and what caused them to move onto other systems or what other systems they like better. 4E does it's own kind of game very, very well, but it's simply not holding my interest as a DM and I've outlined the cracks that are starting to show for me.

Note that those rules are ONLY in the DMG. Never in the PHB, the book which explains the rules which are held in common between DM and players is encounter budget or monster design even mentioned. PHB talks about encounters mechanically in the ways that players need to understand them, but you'd never be breaking a rule in that book by doing your encounter design differently. Nor does the DMG call encounter design 'rules'. It describes how an encounter can be designed in 4e. It doesn't say you have to do it that way. Chances are MOSTLY you do want to do it that way, but even then they give you leeway of up to +4 levels for encounters. They just tell you it will be a HARD encounter. Not too much different than if 1e level 1 PCs run into an ogre or two. It will be a hard encounter. Maybe too hard, but that's really up to you to decide. It might be what the players will have fun with.

The MM3 math helped this in some regards, but the issues with combat length and grind will pop up if you do that. And if you do the opposite, it'll be a cakewalk thanks to the power refresh cycles. 4E really does have a sweet spot when it comes to encounter design.

I guess I don't know what "more than an impression" would be. If actually being able to easily defeat monsters that were a challenge before isn't ACTUAL power increase then what is?

Ahh.. you still believe monsters are objectively defined by their stats and that a Kobold Dragonshield is a level 2 soldier and that's that. ;)
 

Maybe I'm unusual, but the level-up treadmill has been fairly apparent to me since I started gaming in 2e. Even back then, leveling up was mostly about number-stacking unless you were a caster.

I hope this doesn't come off as snobbish, but I'm surprised when someone feels let down after having that 'aha!' moment. I guess I've always assumed that most gamers see through the smoke and mirrors too, and enjoy the level treadmill. (Or at least accept it.)
 

If you've become disenfranchised with the concept of leveling up, there are some games which don't use levels at all. Generally speaking, a 300 point character suffers the same fate from being shot in the face as a 50 point character.

I think more and more people have started paying attention to the man behind the curtain and the magic show just isn't magical anymore.

The "shot in the face" thing brings up some further issues with 4E.

The damage for monsters by level as fixed in the MM3 insure that the best possible attack by a monster can never drop a PC that's unharmed. Imagine a monster of the same level as the PC swinging it's axe at the PC. The monster gets the best possible hit with the best possible damage. The PC will likely not be even bloodied. They will be bloodied if the monster was either a lurker or a skirmisher with their damage bonus.

This is an issue present in previous editions of D&D once you get a few levels for your character and don't roll horribly for your HP.

It's not really an issue for those who are willing to suspend their disbelief and accept that a PC can never, ever be hit by a killing blow when they're unharmed. Or explain it that PC's have plot protection that means that "vulnerable to dying" only turns on after they've been bloodied.

But for some, like the level math being a big lie, the suspension of disbelief is just too much. It just feels fake that the rules produce results that are either fake or need to be explained away.
 

Other issues will be brought in when you start comparing things like that. For example, what is the to-hit and saving throw change rate of the 1E cleric? the paladin? the thief?

4E has the math change as a universal part of the system. AD&D does not.

Yet they all monotonically increase in to-hit. Sure, some details are different but all classes do it. More than that the classes that are not expected to even bother with melee go up the slowest, so it is really not as relevant as it seems. In 9 levels a fighter will get +9, a cleric +6, and a rogue +6. A wizard will get like +2, but if your wizard is making melee attacks at level 9, well... Now, given that you don't have quite the clear roles that you do in 4e look at the fighter as a striker, and 1e's way of pumping him up is ONLY increasing his to-hit and adding more attacks. In 4e he'll tack on a dozen-and-a-half combat feats. The cleric is really far more of a caster than anything else as well. For all intents and purposes there's a pretty uniform overall advancement there in terms of attacking things. Certainly if you were a fighter you were very much on a treadmill.

Mmmm.... layer cake dungeon ..... mmmmm

The only issue is that other 4E features prevent the layer cake dungeon from working. Set piece tactical encounters, combat taking too long, power refresh cycles, leveling up way too fast, XP sources, etc.,. They all contribute to the system not working well for that kind of play.

Yeah, I dunno. I think the problem is people look at the encounter design guidelines etc and they assume "these apply to all styles of play and situations", but they don't. And again they aren't RULES you have to follow. The encounter design guidelines build balanced encounters. It is up to you to decide if that is what you want.

In a dungeon crawl you simply aren't going to face an endless stream of balanced encounters. That would be boring regardless of the speed of combat. Looking through my stuff what I find is that most encounters in 1e dungeons were either a couple of weaker monsters, sometimes an even fight, sometimes a big pack of weaker monsters, or some more singular stronger/more deadly monster that was not an overall threat but could take someone out.

You can do all those types of encounters well enough in 4e. The last type, the equivalent of the cockatrice you stumble on by accident is the toughest. You can use a solo of course. I'd say for a dungeon crawl a modern design equal-level solo, especially a brute or lurker is ideal. It will go down, but it could easily take someone out.

I'm not sure I understand what you find problematic about power recovery rate. In effect resource use is the same as ever. Encounter resources are basically a detail, it is the daily and HS that matter. At the level of 'traversing a dungeon' they work as well as they did in 1e IME.

As far as XP goes, since XP is used for what, nothing, it hardly matters. You can say "see, this doesn't work" but just give out all XP for quests and make the quest whatever you want, like 'getting rich, 1 XP per GP you find', which will work reasonably well. Personally I never was fond of XP for treasure, but it works OK for dungeon crawl.

I've managed to houserule the game to the point of making it work. But just because I can fix rules to get the type of play I want, doesn't mean those rules work for that type of play.

Well, it may depend on what you call 'house rule'. I find that bending a few guidelines works pretty well, and I don't think they COULD make universal guidelines. I suspect even the devs didn't know the game well enough to make really precise guidelines for different types of play in 2008.

This thread is about problems people have with 4E and what caused them to move onto other systems or what other systems they like better. 4E does it's own kind of game very, very well, but it's simply not holding my interest as a DM and I've outlined the cracks that are starting to show for me.

Yeah, it doesn't have to suit everyone. I think, knowing myself, I'm a sort of glass half full type of guy and don't fret about things. If something seems a bit off i just do it a bit different. Remarkably I haven't had to actually house rule 4e yet, though I freely admit I may use it a bit differently from your average DM.

The MM3 math helped this in some regards, but the issues with combat length and grind will pop up if you do that. And if you do the opposite, it'll be a cakewalk thanks to the power refresh cycles. 4E really does have a sweet spot when it comes to encounter design.

Well... yes and no. It is a little more complex than that. For instance I did a perfectly good fight with a level 1 party (their 2nd combat encounter) against a Carrion Crawler. Worked great. Sure it was a good bit higher level monster, but one that had weakish defenses for its level and it was one elite vs a whole party. You really can get away with those kinds of things pretty easily. You could delevel some monsters too if it looks like it would be too draggy, but you can also throw in a bit of interesting features to the encounter. A pit to knock the monster in, a barrel of oil that can be used to attack it with, some advantageous terrain, etc. Likewise a swarm of somewhat weaker monsters DOES work too.

Again, I'm not sure what the problem with recovery rate of resources is. Sure, in AD&D a party that was low level and got beat up might have needed 3-4 days to recover vs 1, but I don't really see the problem there with crawling. It just means instead of 'you pay for 3 days in the inn while you heal' with 'you spend the night at the inn and feel refreshed'. 5 minute workdays are pretty much as always, though at least a party can generally push on without it being suicidal in 4e.

Ahh.. you still believe monsters are objectively defined by their stats and that a Kobold Dragonshield is a level 2 soldier and that's that. ;)

Not sure where you got that impression. However you can't discuss what monsters you get more powerful than if you're going to talk about leveling up the monsters too. Obviously if you're upping the level of your kobolds to keep pace with the PCs then, well, you get what you pay for, lol. A monster's level IS a definite statement of its difficulty. The world is not made of numbers and you can certainly make an 11th level Kobold, it just probably isn't that useful (but hey, you never know). You could certainly make an 11th level minion kobold which is a 'dragon shield'. Note though this SHOULD adequately portray how much of a wimp this monster now is.

I mean overall I don't think dungeon crawls are the best way to show the strengths of 4e, but they do work. It is really just a matter of getting familiar with the system so you can know what the adventure design guidelines are aiming at and be able to tell where to adjust things a bit.
 

But for some, like the level math being a big lie, the suspension of disbelief is just too much. It just feels fake that the rules produce results that are either fake or need to be explained away.

But as you say, this has always been true. A level 3 fighter in 1e, almost regardless of stats, will be able to stand in front of an archer and take a shot in the face from a longbow arrow and NEVER die, or even suffer any actual harm, just hit point loss. It never was a realistic system, or even close.

Now in older editions this also applied to ALL NPCs/monsters as well effectively, which could be annoying in a game that was trying to use various plot elements, like some powerful NPC being assassinated say. At least 4e gave us minions and a much more "NPCs are set dressing, don't mind the rules" mentality, which makes a lot of stories quite a bit easier to tell.
 

I don't disagree with anything of your last two posts. I think 4E is a really tight design and think that some house rules are needed to drift it off it's normal mode of play.

But as you say, this has always been true. A level 3 fighter in 1e, almost regardless of stats, will be able to stand in front of an archer and take a shot in the face from a longbow arrow and NEVER die, or even suffer any actual harm, just hit point loss. It never was a realistic system, or even close.

Now in older editions this also applied to ALL NPCs/monsters as well effectively, which could be annoying in a game that was trying to use various plot elements, like some powerful NPC being assassinated say. At least 4e gave us minions and a much more "NPCs are set dressing, don't mind the rules" mentality, which makes a lot of stories quite a bit easier to tell.

I completely agree.

This thread is more than just a 4E vs 3.x (or whatever someone's pet edition is). It's widened out to include other, non D&D RPGs. If people are having issues with 4E, then there's no reason to think a previous edition of the game with the exact same issue would solve their problem.

So here's my take on Savage Worlds for the 12 issues I raised with 4E:

1) Advancement as a pacing mechanic and not a power mechanic

Not truly present. There are some guilde lines about how skilled opponents might be in combat, but it doesn't encourage a one to one mapping of target numbers like 4E does. You get some XP together and get better with your sword and the other PC gets some XP together and gets better at diplomacy and the monsters don't suddenly get one better in their defensive stats. If they did, then any non combat expenditure of a XP would be a trap choice. Features are weaknesses depending on how you look at them. One could easily make the case that Savage Worlds falls short in terms of ease of combat encounter design compared to 4E.

2) XP sourced in combat

XP is awarded at the end of each session based on whether or not the PCs accomplished their goals. Whatever the characters are trying to accomplish, that's the source of XPs.

3) Tactical set piece encounter

Not really present in the same way. Though it can handle it for when you want tactical set piece encounters. While combat is talked about in miniature gaming terms, it doesn't really run as a "okay, let's set up the battle map" type game like 4E does. The combat system can handle non-grid/miniatures usage a lot easier than 4E and you don't have to have jarring shifts between exploration mode and combat mode.

4) Slow Combat

Not really an issue. The wound system and how being shaken works means things can be over, very, very quickly. You don't grind down monster HP because they don't have any. You hit them, you exceed their toughness by your damage enough and they get either shaken, wounded or incapacitated. In the GMing section, when it talks about combat going too long, it mentions things like 50 combatants being the source of the problem. 50! Some of their earlier published adventures seem to have had toughness stats a bit too high, but the current stuff doesn't.

5) Skill challenges

Savage Worlds has dramatic tasks. They're not like skill challenges though. They're for ticking time bombs where you are doing one thing and need to finish it while you're on the clock. Generally speaking, Savage Worlds relies on the typical task resolution mechanic to generate emergent play.

6) Resource refreshes

Doesn't have them to the same degree. You don't lose HP, you get wounds. And the wounds need to be treated either with heal checks or magic or super science. And if you don't have super science or magic, the process is super slow compared to 4E and many injuries can be permanent. Power points for things like magic recharge at about 10% per hour, so they're not quite as fast as 4E's refreshes.

7) Assumed math and stats

Not an issue. Your stats actually describe your character rather than being assumed parts of the combat system. This can be a trade off as you can easily make someone who can't hold their own in a fight by making someone who doesn't have the skills to hold their own in a fight.

8) Treasure/wealth

Not an issue. It's not really a secondary XP system where you get magic item powers like in 4E. If you're playing a fantasy type game, gold and silver will be money. If you can buy magic items or whatever, it'll be based on whatever market value actually makes sense, rather than an arbitrary exponentially increasing number tied to level and tier.

Conversely, Armour and equipment matters. You cant' really start off affording top quality stuff unless you specifically choose edges related to being wealthier. The game doesn't assume that everyone will have certain armour and proficiency bonuses and have the equipment needed to get them there.

You get the money together to buy better equipment if it makes sense. The game uses more realistic weight rules and greater armor protection won't make sense for every character.

In 4E, the treasure system assumes that mundane equipment is pretty much valueless and that GPs are a form of XPs to buy magic item effects. Savage Worlds assumes money is money and if wearing heavy armour or plowing your resources into a really good sword is what you want to do, you can do it. But if you don't, you won't be behind the curve because you'd be missing an enhancement bonus that is part of the monster math system.

9) Rituals

Savage Worlds doesn't really have them at all. Spell casters are lower in power in the base game and generally don't have tons of different spells like in D&D. If you added them under the Setting Rules section in Savage Worlds, you'd simply build them using the trappings/powers chapter. If you are constrained for time when performing a non-combat type ritual in combat, you'd use the dramatic actions rules to see if you finish it in time. Overall, without Setting Rules changing it to be otherwise, Savage Worlds seems to handle Conan-esque low magic settings better than Forgotten Realms type high magic.

10) Defined PC and NPC combat roles

Doesn't exist in SW. There aren't even classes. It's a classless points buy character building system.

11) Too easy to GM

Might be an issue. I'm reading lots of reviews that say once you've got a good grip on it you can pretty much improv GM it and shoot from the hip.

12) Realism

At it's core, the game has pulp sensibilities that aren't very realistic. But the deluxe rules does have options to choose from to remove those elements and replace them with more realistic ones. Even with the pulp sensibilities, hitting someone in the face with a battle axe is likely going to end them.

So there we go. The 12 main issues I'm currently having with 4E and how I think an alternative, non-D&D rules set will solve them for me.

Do I think 4E is a bad game? No, I think it's a great game. I'm just tired of all its peculiarities and want to play something that has ones I'm not tired of yet.
 
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Up until the very recent trend of putting everything into heroic, 4E monsters of higher levels tend to have more and deadlier powers than earlier level monsters. At later levels, you're dealing with stuff with things that have damage zones, can punish you for healing or simply eat your surges, can petrify you, or can turn you against your allies.
Yeah but often those approaches are better at heroic tier, too. Damage auras, surge loss, solid power lineup (I prefr a few powers, but reliable, so you can be sure they get their sthicks off), this sort of stuff is fun at every level.

Now, you can argue that this is the type of thing you see when leveling up, but again, is it? Really? A damage aura could be an ok feature at lower levels, and i'm not sure the theoretical one-power foe lineup is worth 4e-scale combat time in any event.

And again - not everyone plays at every tier. So why not focus the best options on the fights you do have?
 

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