D&D 4E Where the break between pro and anti 4e is

Celebrim said:
Agreed. However, extending your argument without qualification, if the sum of what you can do is in the head of the game referee, why do you need rules at all? Why can't the game referee just decide what happens all the time?

Obviously, either extreme is a little bit silly. As a game referee, one of the main reasons I want rules is that they reduce the amount of work involved in running the game. Instead of having to think deeply about every situation, I can rely on a trusted rules set to handle the most common situations. It's easier to use an established resolution process than it is to event a good one every time you need one.

I'm short on time so I'll keep it to my basic view on this.

What we need rules for, are situations that are routine in the games context.

By this trip will be routinely used by certain characters and 4e provides this.

Now, a maneuver a 4 year old can try is routine to our view of reality. However, in the games context, the situation of someone trying a trip that wouldn't be trained to do so and won't have access to replacement powers (a wizard will have arcane powers to knock people down, for example), propably is no situation that we can expect to occur.
 

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Cactot said:
Yes, any 5 year old can attempt it, and probably fail, and thats against a completely untrained fighter with zero desire to murder them. You change the situation to one where the person whom you are trying to trip wants to murder you and has the right tools to do it (weapons and/or teeth/claws) and the situation changes big time.

But thats not whats neccesarily happening when u trip someone. Sure u might be trying to trip another warrior or a fanged and or clawed monster. But u might also be trying to trip a drunk apprentice wizard in a bar fight. Or a grieving peasant who blames your character for some real or imagined loss, or any number of other situations where you are NOT trying to knockdown a highly trained and armed individual. The rules need to be able to accurately reflect both situations.

Cactot said:
Also doing a traditional karate sweep almost REQUIRES you to be unarmored, do you have any idea how difficult in full armor it would be to have adequate speed/power/balance that it wouldnt backfire on you. If you are not immensely fast it is an incredibly easy attack to counter, as you are crouched low, somewhat off balance and on one foot.

Thats true, but its an excercise in limited imagination that u can only picture a trip that way, its called trip, not sweep. It could just as easily be a judo trip, where the big heavy armored knight steps forward and to the side of his opponent, plants his forward foot behind the opponents ankle and uses that big slow, armored, and nigh immovable leg as a More powerful lever to throw his opponent down then the fast unarmored man would have. And the rules need to be able to reflect that as well. Because once again, its called trip, not sweep. When u try to pidgeonhole an ability to much u just wind up limiting it and reducing the variety of combat, which ultimately makes it a less varied and interesting system for fighting, which is pretty much the opposite of what 4e is claiming to do.


Cactot said:
At the same time the kind of power required (and yes, there is lots of power required to knock somebodies feet out from under them) would be something for specialists

Again thats the realm of the sweep, not the trip. The basic trip i described above requires almost no power, all the force comes the opponents heavier upper body being pushed backwards while his legs have to stay forward. The force comes from his own body wieght not the attacker. And any move thats tought in the first week or so of martial arts is not the realm of the specialist. Now some sort of spinning combination kick that both did normal damage and knocked the opponent down, thats specialist realm. A trip that also imposes some penalty to an ability like strength or dex, say described as grabbing an opponents wrist or ankle and rotating it down as hard u can to force him to the ground and doing 1 or 2 pts of temporary ability damage along with the knockdown, thats the realm of the specialist.
But a basic trip is not the realm of the specialist. Not even the realm of the barely competent really.


Cactot said:
The idea of a non-specialist doing a sweep against a bigger/stronger/faster foe (say a 400# bugbear, or 800# grizzly) is laughable.

The idea of any human being tripping a grizzly bear is laughable. Thats why the bears greater size category penalized the hell out of you if u tried it before and his greater strength gave him a huge bonus to his strength roll, actually giving a total of 11 pts of advantage over a normal human tripper +4 for size, and +7 for the bears STR.


Cactot said:
That being said, there should be OPTIONS for all of the melee classes to be allowed to have those sweet skillz (or Fighter, Rogue, Paladin, Ranger, Barbarian, Monk at the very least, Cleric should probably have the option too) but I do not see that it should be a free-default ability for everybody, as it is an incredibly specialized and highly difficult skill, far more so than grappling, bull rushing, etc...

Two points here, First off u admit more people should have the ability to try, and they dont. Rolling an attack vs thier ability score is one option, not a very good one in my opinion, but workable, just makes that ability of the fighters not really a fighter ability at all.

secondly, as i have shown tripping someone is by no means a highly specialized skill, a well executed karate sweep might be, (which is debateable but pointless to do so) but thats not neccesarily what your doing, your just tripping them, You could be pushing them over something to trip them, u could be sticking your foot behind them to trip them, Hell u could be knocked to the ground and trying to grab thier ankle and twist it to pull them down, and that would be tripping them too.

However lets not let it be said i complain without offering a solution. Put it back to where everyone can trip an opponent with an opposed attack roll to represent how different levels of skill make a successful trip more or less likely to succeed and give fighters an ability where they get a free attack against anyone who they successfully trip. Which avoids a problem i saw in 3e where you would use your turn to trip an opponent, do him no damage and then have him use a move action on his turn to get up and then hit u with a standard attack. It was basically a null move before unless u wanted to get away. This would still be the case with most characters, but thats okay, thier not combat specialists so if they're tripping someone its probably best they use a move action to get away from him anyway. And the actual specialist can have his super-badass combat trip ability validated as he goes around knocking down and stabbing people.
 


BadMojo said:
I think a slower healing rate combined with a dungeon like Rappan Athuk might result in more character deaths from old age than from monsters. Advance two rooms, retreat, rest for a few weeks, return to find those two rooms filled with monsters again, rinse, repeat, retire.
No; rinse, repeat, go up a level, train, advance some more, and eventually beat the dungeon.

Not every adventure should be beaten in the first attempt. :)

Lanefan
 

ferratus said:
With all this talk about grognards, I realized that those who didn't like 4e had a list of objections to what they have seen. No grognard has all the points on this list, and depending on the edition they prefer, often disagree with each other. The points seem to be summarized as follows:

(snip)

I've been fairly vocal about supporting 4e, but I found it helpful to take a step back and look at what people on the other side were articulating. Now I'm posting it to the message board to see if I'm as insightful as I think I am.
This was a well-written post, OP.

#2 was a big one for me, long before tieflings and dragonborn...I never really cared for the half-orc, and it has been core for how long?

#3 is the reason why most of my gaming group wants to stay with 3.5 Edition

And I admit, I am guilty of #5 as well.

But none of these were "deal breakers," at least not for my group. Our break was the price tag. There are a lot of us out there who will not be converting to 4th Edition because we cannot afford ,or justify the expense of, buying all new books and subscribing to the online stuff. Maybe in a couple of years, but not right now.
 

I probably qualify as a grognard, having played D&D for over 30 years. Of the game's incaranation, 3.X is my favorite, and is my 3rd favorite system overall (behind only HERO and the 3.X derived Mutants & Masterminds).

But before I continue, let me say this: I've preordered my 4Ed and withold my final judgement on it until its in my hands. And even though it may be significantly different from 3.X, I may like it on its own merits, even if its "not D&D" to me.

That said, I'm more leery of this change in editions than for any previous rules change of any RPG I've ever bought. My main concerns boil down to:

Too many of the changes seem to be arbitrary to me, and some do seem positively cartoonish. Some "sacred cows" that have been axed were, to me, part of the game's charm and uniqueness. Take Vancian Magic for example- so many people said "It Sucks!" and replaced them with spellpoints (something I didn't do except for 1 particular homebrewed base class)- why weren't they playing a different RPG? There are plenty of them out there that did just that. Ditto Alignments. (For the record, my 2 favorite systems of all time are HERO and M&M, each of which has point based power usage & no alignments, so its not a case of me disliking that kind of playstyle.)

There is too little respect for people's desire to maintain a sense of continuity by converting their PCs with 5+ years of fun behind them. Most people playing the game have invested a great deal of thought and creativity into their campaigns, world designs, NPCs and PCs, and excising chunks of that feels like surgery...possibly with not quite enough anesthesia. This is something that may turn into a marketing problem or it may not. It could even lead to 4Ed competing with continued 3rd party support of 3.X and a balkanization of the "D&D" market- only time will tell.

And yes, the oddball nomenclature bugs me- not enough for me to hate, but definitely enough for me to roll my eyes.
 

Dannyalcatraz said:
I probably qualify as a grognard, having played D&D for over 30 years. Of the game's incaranation, 3.X is my favorite, and is my 3rd favorite system overall (behind only HERO and the 3.X derived Mutants & Masterminds).

But before I continue, let me say this: I've preordered my 4Ed and withold my final judgement on it until its in my hands. And even though it may be significantly different from 3.X, I may like it on its own merits, even if its "not D&D" to me.

That said, I'm more leery of this change in editions than for any previous rules change of any RPG I've ever bought. My main concerns boil down to:

Too many of the changes seem to be arbitrary to me, and some do seem positively cartoonish. Some "sacred cows" that have been axed were, to me, part of the game's charm and uniqueness. Take Vancian Magic for example- so many people said "It Sucks!" and replaced them with spellpoints (something I didn't do except for 1 particular homebrewed base class)- why weren't they playing a different RPG? There are plenty of them out there that did just that. Ditto Alignments. (For the record, my 2 favorite systems of all time are HERO and M&M, each of which has point based power usage & no alignments, so its not a case of me disliking that kind of playstyle.)

There is too little respect for people's desire to maintain a sense of continuity by converting their PCs with 5+ years of fun behind them. Most people playing the game have invested a great deal of thought and creativity into their campaigns, world designs, NPCs and PCs, and excising chunks of that feels like surgery...possibly with not quite enough anesthesia. This is something that may turn into a marketing problem or it may not. It could even lead to 4Ed competing with continued 3rd party support of 3.X and a balkanization of the "D&D" market- only time will tell.

And yes, the oddball nomenclature bugs me- not enough for me to hate, but definitely enough for me to roll my eyes.

Ditto, ditto, and ditto.

You and I often tend to disagree on things, but as a fellow grognard of over 30 years, I agree with you here (HERO is also one of my all time favorite game systems).

One other area I am having a bit of a problem with is the healing in 4E. The concept of almost always being fully healed for the next encounter seems really video gamey to me (that phrase being overused here on the boards, but I don't have a better one). That's what happens in Diablo II if a character has a restore health item (which are fairly easy to find). This means that hit points feel like Stun points in other game systems like HERO. Unless they drop to zero or lower, they really do not feel like serious damage in 4E.

Certain core DND challenges such as running out of resources (hit points or spells or power points) are mostly gone (not completely, but quite a bit). Not in the sense that one cannot run out of hit points or per encounter abililties in a combat. One can. More in the sense that "click" a moment later, everything (except daily powers) reset (for the most part).
 

ferratus said:

  • [1]The reorganization of the planes and monsters is too much of a departure from D&D's established continuity (and/or my personal campaign setting).
    [2]Dragonborn & Tieflings are not traditional races, and are too monstrous to integrate with other races believably.
    [3]I will not get to play the race/class combinations that I have been traditionally allowed to play in prior editions.

I think these three are what bothers me the most. I like the traditional stuff even though some may hate it.

Along these same lines are the exclusion of classic elements like the druid and frost giant that are pretty popular and seem to be set aside at least in part to generate future hardback sales. I don't like the idea of something being left out that I either have to wait to use or homebrew it only to have it shot to hell by a later release. And I understand that WotC wants to sell books, but there's also always been a tipping point where x number of books was too many and made the game cumbersome.

Zinegata said:
Blowing up continuity does kind of piss people off regardless of the game. Largely because when continuity gets re-written the material tends to "jump the shark."
Mourn said:
1st Edition through 3rd Edition have a relationship like the Dr. Who shows... they follow a single continuity, but make small changes and alterations to it throughout to adapt it to their current ideals. They are the same continuity.

1e-3e's relationship with 4e is kinda like the two Battlestar Galactica shows. They have many elements in common (characters, themes, plots, ships, etc), but have no direct relationship in terms of continuity because they are completely separate continuities that have nothing to do with eachother.
Zingata said:
The problem really isn't the change in itself. The problem is that this kind of change usually results in the show, game, or series becoming pretty bad. The new Battlestar Galactica is one of the rare examples where they were able to completely change the style and tone of the show and yet they were able to make it better and more popular.

In contrast, we have a whole host of other shows that fell apart after "re-imagining". Just check TV Tropes for a list of such failures. When it comes to "re-imagined" series, failure is the rule rather than the exception.

Which is why people tend to be very suspicious and hostile when they hear something they love (i.e. D&D) is getting a makeover. By experience, they know it tends to go very badly rather than to go very well.

I agree with this analysis. I think that's another big thing. A lot of us in the geek subculture do get pretty defensive, but we do invest a lot in our hobbies, and so we get upset when things get shifted around and made unfamiliar.

ferratus said:

  • [4]D&D has embraced wargaming elements too much, making it a tactical wargame instead of a roleplaying game.

That arguement's been around since 3e. And I've always viewed it the same way. D&D grew out of wargaming, so wargaming is hardly an alien element. People have used miniatures for play since the beginning, and personally, I'd prefer the rules to at least acknowledge that enough so that people using minis can use them in their games without serious problems. And besides, if WotC can use the mini game to generate profits without having to crank out too many rule books or new editions too soon, then by all means they should do so.

ferratus said:
  • [6]Healing Surges and the loss of Vancian magic takes away resource management aspect of the game, and may make characters invincible. (Unless of course you fight in several encounters in a row. Instead of calling it the end of the 15 minute workday, they should have called it the end of the 4 easy challenges and 1 difficult challenge workday.)

I'll miss Vancian magic, but it's not a shocking change. That's always been a hated element of the game by at least a very vocal minority. And perhaps not even a minority. Prior to 3e, the big argument was "why does the character hith the highests Int have to keep memorizing spells that he just forgets?" Replacing memorization with preparation in 3e handled that argument well, but people continued to hate Vancian for other reasons I guess. One thing Vancian magic handled poorly were the types of spells that take casters days to set up and cast. Perhaps rituals will help evoke a style of magic that's not terribly uncommon in fantasy.

The bottom line is that Gary originally put the Vancian magic in as a balancing factor. Many games since have had different magic systems, and as long whatever 4e's system is reasonably balanced, then I'm not too worried.

ferratus said:
  • [7]Using healing surges to recover from wounds may be a good way to simulate an action hero shrugging off broken ribs or deep cuts, but I want a serious wound to cripple or kill my characters.
    [8]1st level characters can't be killed with one blow anymore
    [9]There are too many abilities granted to 1st level characters, which means that 1st level heroes are professionals instead of apprentices.

I don't pay too much attention to this stuff. D&D's hit point system has always been abstract, and while there have long been detractors, it always worked well enough. Sometimes too much realism hurts a game more than it helps.

No more threats from single lethal hits at first level does remove an element of gameplay that's been around since the beginning too, but this might be overstated. It's never fun to roll up a character and get killed by the first goblin the party encounters either.

Too many abilities at first level has a problem of potential frontloading. If it's not bad frontloading, then I'm not sure if I care.

Campbell said:
Some critical components of classic play include:
  • Adventurers lived in a dangerous world where life was cheap.
  • It was often assumed that PCs would have a litany of henchman and many players ran multiple PCs.
  • Direct combat was rarely seen as a positive occurrence. You were expected to find ways to deal with creatures without putting your life on the line.
  • PCs started out as normal folk and grew into something greater. They were still not special (no protagonism).
  • Keeping track of things like arrows, spell components, and rations was considered a critical element of play.
  • PCs were often out only to serve their own ends. Heroism was not assumed.
  • Preparation and strategy were more important than combat tactics.
  • Attrition of resources was a critical element of play.

I don't know how much of that I would actually agree with. Resource management has often been overlooked in some of the games I played. Keeping track of rations, mundane equipment, and common spell components (not stuff that had a set cost!) was frequently fudged over. Some of it isn't worth the bother. I didn't care about strictly tracking player equipment like the 50' of rope, the oil flasks, the 10' poles and the like because it just made more paperwork for me as a DM. I did track magic items, because there were more serious game balance issues there. Some of the supply tracking was also meant as a way to eat up a PC's gp, since in the old days, treasure granted experience points. This lead to the vicious cycle of adventuring where the PCs loot treasure hordes, spend it on more gear and training costs, and then hit another horde so they could start all over again. D&D doesn't need that to function.

It's fine if the rules support resource attrition for groups that want it, but don't penalize groups that find it distasteful. Actually, I feel the same way about minis. Support for the players that want it while not hurting players that hate them.

The big parties and tons of henchmen grew out of early D&D being marketed to wargaming groups that had a dozen or so members and thus would have larger parties of PCs. But how many people play the game like this these days? How many people grew up playing the game with 3 or 4 friends rather than two or three times as many players at once?

They are creating an edition that matches their vision of the way D&D should be played without looking back and taking half measures. They did not construct a list of sacred cows this time around. That is a huge difference.

I'll agree that the lack of sacred cows (and the glee of some that holy bovines have been butchered) isn't necessarily a good thing.

ferratus said:
I can be rewarded for my sadistic plots, creatures and traps instead of being punished for it. How did 2e -3.5e punish me?

By forcing me to come up with reasons not to attack the mage (until he had stoneskin)
By forcing me to come up with a series of boring, easy encounters that barely scratched the party, so they didn't get slaughtered by the big boss.
By forcing me to allow sleeping in the middle of the dungeon.
By forcing my cleric player to blow all his cool miracles on healing.

I'm sorry I'm getting a little angry, but this just really gets my goat. Healing surges make the story flow so much better that I can't imagine going back to not having this mechanic or something like it.

Did I mention you can have 10 challenging fights in a single dungeon, fights that can carry the chance of a risk of death in each fight? Don't you realize how boring 3.5 fights would have to be if you did that in the old system? How pointless the first 9 would have to be?

I don't know how healing surges will actually affect the game, but one disappointing aspect of the 3e dungeon crawl was its lack of viability. The CR/experience system as written made a traditional big dungeon very hard to do, since it would tend to level up the party too quickly. And it also got annoying when the players would blow all their spells on 2 or 3 encounters, then hole up in a room for 8 hours to "recharge", giving me two options. One, I could allow something that felt cheesy, or two I could be a jerk and throw wandering monsters around enough to make the dungeon unsleepable. Perhaps both healing surges and the removal of Vancian magic will make the classic dungeon crawl more playable.

Of course another element of old school healing was the ubiquitous potions of healing while the game tried to keep magic items rare for balance. Healing surges might be a more elegant approach than that.

That's of course if you wanted to be fair. For the rest of you, I remember your games. I HATED them. Continuously trying to get back up to a reasonable amount of hit points so you didn't die if you encountered the next monster. God forbid if you wanted to actually move a little closer to your character's goals or to go up a level instead of squirming around in a corner of a dungeon trying to get enough rest to survive past the next encounter.

Well, in the old days PCs also ran from more encounters. Unless the DM wanted to be an ass about that as well and ran them down. It was always a matter of not going too deep and getting over your head either. A more lenitent DM at least would hold up on wandering monsters if a party decided to head out instead of pushing their luck.
 

I can be rewarded for my sadistic plots, creatures and traps instead of being punished for it. How did 2e -3.5e punish me?

By forcing me to come up with reasons not to attack the mage (until he had stoneskin)
By forcing me to come up with a series of boring, easy encounters that barely scratched the party, so they didn't get slaughtered by the big boss.
By forcing me to allow sleeping in the middle of the dungeon.
By forcing my cleric player to blow all his cool miracles on healing

That hasn't been my experience at all.

If party tactics or the mage himself leaves openings for attacks, so be it- let him struggle for his life like the front line grunts.

If the party can't handle the foe (for whatever reason), they'd best find a way to retreat.

People who camp in high-traffic areas get what they deserve.

Party members are at least partially responsible for healing themselves via potions, etc. And again, if they're getting so beat up that they can barely walk between encounters, they're probably not thinking tactically and running away from fights for which they're inadequately prepared.
 

My random thought on trip: Use the grapple mechanic and change the flavor text. Immobilizing in this case means "throwing the guy to the ground so he can't move next round".
 

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