Why I'm done with 4e

I hear ya man.

My group tried no less than aborted 4e games since the game's inception.

1. I DMed a traditional D&D game from levels 1-5. The game died when my players wished to return to the 3.5/Eberron game I was running before 4e came out.

2. Another player ran a 4e Realms game lvl 1-5 (including Spellgard) before ending it due to conflicting schedules. No one was terribly upset to see it go.

3. My primary DM tried Twice. Once running a "humanoids" game (only monster races, not the classic races) designed to have a "for the Horde" feel. It made it 5 sessions level 1-3 (including the Hall of the Mountain King module from GG) before ending mid-dungeon because of player disinterest.

4. Convinced it was the very "WoW" feel of the monster-game, he tried again with "normal" races and classes (abet a homebrewed setting) that lasted 3 sessions before proving to us that no, it wasn't the setting, it was the rules all along.

I went into all four games gung-ho that 4e was amazing and everyone else would like it as well (In fact, all 3 DMs above bought into the game very hardcore before actually playing. No one had a "wait and see" attitude except a two players, one in each group). It was a bunch of things that wore us down.

* Slow, sluggish combats that took forever. We're not a huge "combat-heavy" group, so when a combat against 4 giant spiders takes 30 minutes to complete, we were considering playing some Mario Party instead...

* "Sameyness" of character classes. I played (since I had a PC die and one leave) a swordmage, wizard, rogue (1 session), warlord, and artificer. None sparked my interest. The swordmage did for a bit and the wizard was fun because I built him to be a power-swap PC. I was bored to tears as a warlord, and the artificer felt EXACTLY like him except for being a ranged character. Other people who swapped characters felt similar, esp. those who swapped in the same ROLE.

* The Math. While D&D has never been forgiving, we found our math downright BRUTAL. In Spellgard we routinely fought monsters hittable on 16+ because we didn't optimize to within an inch of our lives. My swordmage landed his encounter power ONCE in 3 sessions! Save-ends powers were a joke; the 50/50 save mechanic meant more often than not that "kewl power" you just landed (easy target) had a duration of "1 rd" and were pointless against boss monsters (solos & elites) the creatures you WANT to debuff and fight!

* Poor modules. Spellgard was a long and boring slog through the tower of random encounters to meet a bad guy we didn't even know was the final boss until we killed him (anti-climax away). Perhaps WotC can't write good modules then? Well, Goodman Games (of which DCCs are a lifeblood to us) failed to put out much better a module in Hall of the Mountain King; rife with poor rule understanding (A level 9 monster's a decent challenge for 1st level PCs, says so right in the encounter budget!) and lousy encounters (Two ogres, 20x20 room. WHA?). To really bad examples? Probably. Bad enough that I felt 4e crippled two fairly good module writers? Yup. I can't see how the same companies that put out Red Hand of Doom and Cage of Delerium could release such poor work like this one edition later.

* Supplement Treadmill. As someone who bought every WotC release up to 2007 (when money trouble made it harder to buy the later stuff) I generally liked most WotC supplements. However, I grew to dislike the "staggered release" schedule WotC is using. I disliked how I had to wait for PHB2 and MM2 to get some 'Iconic" elements in the game (like druids and frost giants) and how characters without the "PowerSource Power" books are behind their enhanced cousins (esp. wizards, paladins and clerics). Sure a DDi subscription gives me access to all that stuff, but since I lack a laptop at game, I find (unlike 3e) supplements aren't optional, they're NECESSARY to compensate for design choices as well as stealth-errata (Expertise).

4 separate games. 3 different DMs. 10 months of gaming. We'd all tried it. We all WANTED to like it. It failed for us. Even our WoW lovers hated it. We've moved on to Pathfinder and everyone is happy.
 

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Some things are matters of degree, so that a really old hand might say of 3e some of what a 3e fan says of 4e. It's a matter not just of "the trees" but of "the forest". Talk about the new games is strange and stranger to my ears because it's increasingly devoted to concerns, and in jargon, that have more in common with computer games.

What "detailed tactical combat rules" meant back when FRP was a spin-off from historical gaming might seem as bizarre to the video-game set as their concept does to "grognards". Ditto a lot of other things.

4e actually would be bucking the trend if it was made into a computer RPG. More than any other edition, 4e NEEDS to be a turn-based, position-based RPG but frankly, turn-based anything in computer gaming is considered OLD SCHOOL.

It's why the claim 4e is like WoW is so weird to my ears. 4e's closest computer RPG are the japanese tactical RPGs like Disgaea which are all niche markets.
 


We all WANTED to like it.

I know you're being honest here because I remember lots of posts where you were very favorable toward 4E.

To see such a dramatic change is surprising. I'll be interested to see how Pathfinder does for you and your group(s) in the longer term.
 

4e actually would be bucking the trend if it was made into a computer RPG. More than any other edition, 4e NEEDS to be a turn-based, position-based RPG but frankly, turn-based anything in computer gaming is considered OLD SCHOOL.

Old school is the best school as far as I'm concerned. Never liked real-time, multi-character games. If I'm managing a multiple character group, I want turn-based games.
I'd definitely check out a turn-based computer RPG based on 4e even if I don't like it on the tabletop as my main RPG.
 

For our group, 4E is working fine, but to each his own. We did some test sessions before settling on it...and part of the decider for us was how 4E jettisoned elements that we didn't like or felt had long overstayed their welcome. I can understand that it doesn't work for everyone.

I just know that when my players took down a dinosaur on an island filled with pirates on Friday...no one felt the system was restricting them.
 

Good for you. You aren't the first to become disillusioned with 4E and switch to something you like better, and you most certainly won't be the last.

This is how I felt when left my old good GURPS games to 2E AD&D, which by that time I hated with all my strenght.

Then, after my internal "system war" get cold I found Baldur's Gate and have a lot of fun. Icewind Dale and Planescape turn my mood from I HATE D&D to "hey, it's not that bad on a PC".

Thanks to these games I found the best game evar: Fallout I.

The same way some people is disillusioned with 4E a lot of people will be disillusioned with Pathfinder, including me. I'm also have no illusions that lots of 4E points I dislike won't change until 5E hits...

No edition is perfect. 3.5 wasn't. 4E isn't.
 

I get to play in one sporadic 4e game (at best, every other week). Although I enjoy the system, I am not sure it is the system for our group. There is a strong teamwork aspect of the game that is hard for a group of us old, busy in real life gamers to keep up on (since the game is sporadic, it seems to require more reading to figure out how the group can best work together). Several of us have been eyeing Savage Worlds for this reason (I am not dissing 4e, but it just may not fit our needs - and 3.5 was not the best fit either).

On 4e being WoW-like. I play WOW and I too do not get the same feel. However, I played (and really enjoyed) the Baulders Gate series but did not like 2e. The fact that the numbers are in the background does change the feel of the game. If one was to make a video game of 4e, it might play more like WOW than at the table top. The only D&D video game that I have played that "plays" like the tabletop version was Trioka's Temple of Elemental Evil. The engine was turn-based and about a faithful an adoption to the 3.x rules as you could get. Thus, it "felt" like the table top version.
 
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I agree with everything that every single person has said about every single problem and every single good quality with every single edition.

I played 2e cause I didn't know any better, but it was awesome until I realized I didn't know any of the rules.

So I switched to 3e cause the rules were so much better than 2e rules, but then the Harm spell sucked so I switched to 3.5.

3.5 rocked cause they fixed a bunch of stuff that was broken in 3.0, but then 3.5 Fighters sucked, high levels sucked, and the rules bogged me down. So I switched to 4e.

4e was the bomb cause it was easy to learn & I was a badass at level 1...but the sameness sucked, and pigeonholed roles sucked, so I switched to Pathfinder.

Pathfinder was nice, but I'm not really sure why, and then it sucked because it's not made by WotC, so then I tried OD&D.

OD&D was nice cause I can be more free with the rules, but OD&D sucked cause people said I'm too oldschool and that sucks. So I switched back to 2e.

2e was awesome again cause that's what I started with and it brought back a lot of memories. But then I realized that I still didn't know any of the rules. So I switched to 3.0.

3.0 was cool again cause I remembered how much easier the rules were, but then I realized the Harm spell was still way too broken. So I switched to 3.5 again.

3.5 rocked again cause.....

:confused::-S:confused:
 


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