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You don't like the new edition? Tell me about it!

Hjorimir said:
I hate the schism that has been created between 4e and 3e; it is so bad for a hobby that is already in danger of being swept aside to make way for MMORPGs.

That's all I got, cuz' I love everything else.

I'm not certain that there is any more of an MMORPG threat due to the schism, but I am surprised at the continuing passion on both sides of the chasm. Especially after the game has hit the streets.

WotC did create a fun game that a lot of people want to play, but they also did a good job of alienating a large part of their former player base at the same time. I wonder if there could have been a way to both create a new system without pissing off the gamers they have?

Oh well. I'll get off my soapbox now and leave this subject for another thread.
 

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Nellisir said:
I think it does lock down or restrict the thematic elements a bit, or at least make them kludgier.
I'm not sure I follow. How does defining the roles then building classes from those roles lock down or restrict anything? The classes have a role as they always have, and can multiclass out of that role. Did you mean that classes within the same role feel the same? Well, I'm not sure, but I think there is quite a bit of difference between a warlord and a cleric. Their powers simply do different things, even if achieving the same thematic goal of support. Is this a complaint with D&D as a whole or with 4E?

Storm Raven said:
Only if you very narrowly define what is important about a character. If the only thing you care about is who is the biggest combat monster, then sure, the fighter/barbarian is better. But for the ability to do noncombat stuff, the fighter/barbarian is left in the dust.
Well, that's another issue for another day, classes having nothing to do in combat just waiting for roleplaying and vice versa. The point is, you can build yourself to be terrible in combat on accident or even with good intentions. The point wasn't about the example of a bard/monk, it was that the multiclassing system is broken in 3.5 because of the huge variance in end results. I'm arguing that fixing it is keeping everything tailored to a strict power curve, or in other words, 'make multi-classing a joke.'

Storm Raven said:
Me, I prefer to have the option to create characters and chooce from a wide variety of possibilities.
Well, you can still create characters in 4th edition and have a wide variety of possibilities. Even if 4th edition has less choices(which I'm not entirely convinced of just yet, based on every class having a wide variety of powers to choose from,) that doesn't mean that there isn't a "wide variety." I can't argue with you thinking that 4E simply does not have a the amount of variety to be considered "wide," but overall, I find that even with very restrictive rules like multiclassing 4E still has plenty of options.

Storm Raven said:
The bard/monk has a better chance of defeating a monster via social skills. Or of avoiding the monster with stealth, or by the use of other skills. Or by misdirecting it with illusions. Or controlling it with enchantments. The fighter/barbarian is completely useless for helping his allies after a fight.
To be sure, multiclassing a caster was terrible, losing caster level was a huge handicap. You'd be misdirecting and enchanting at a low save DC due to multiple ability dependency and the low spell level. Once they save against your spells, you have nothing else to do really. In 4E, once you multiclass to gain the spells you want, you aren't suffering from decreased spell level, and at worst you suffer from MAD. I made a 'bard' using the 4E rules so far, making an inspiring warlord multiclassed into fey-pact warlock. Sure, it takes some reflavoring (Wolf Pack Tactics=Directing Flourish,etc...) but I'm liking the end result a lot. And, the only power trade off I'm worried about is "well...hmmm...maybe I should have taken that feat instead..." I view this as a good thing. Hmm, on the other hand, I could have gone a more "lore-master" approach and gone the tactical warlord and then multiclassed into wizard... or maybe I could stay warlord and be completely free of anything magical, using only my wit to pull me through.

On a side note, does anyone really want to play someone who does nothing in combat but sweeps anything out of combat? In my 4E campaign so far, I've found my players are contributing to both since everyone has trained skills now and everyone has combat oriented powers, and we're having a lot of fun. I guess I'd like to hear how the grass is on the other side.
 

Turanil said:
[RANT]
(where everything is equal and you can't die, so playing kid won't cry for mommy). It even borders on deception where it should have been called "Warlords of Dungeoncraft: a new minis game for you kids" rather than just using the D&D name.
[/RANT]

I think everyone who spouts off about "you can't die" should actually try the game. In 2 sessions I've had 3 near deaths, that's FAR more than I saw per session in 3.x

I still think it's funny how many people have to indirectly slam anyone who likes 4e. It really isn't a requirement. But, I'm obviously just a lacking roleplayer with maturity issues who is only complex enough to play minis games, so give me a break!
 

ProfessorCirno said:
Didn't a mod on one of the first pages say "This thread isn't for defending 4e or complaining about 3.5?" Seriously?

How else am I going to find out why people don't like 4e? Only about half the posters (if that) are actually listing valid reasons for their dislike. A lot of the arguments I'm reading boil down to something along the lines of "LOL warcraft" so it doesn't help a reader like me. Consider it curious prompting.
 

Storm Raven said:
The bard/monk has a better chance of defeating a monster via social skills. Or of avoiding the monster with stealth, or by the use of other skills. Or by misdirecting it with illusions. Or controlling it with enchantments. The fighter/barbarian is completely useless for helping his allies after a fight.

I'd let this stand if we were talking about a single class monk or bard, but we're not. How often were monsters defeated by social skills, anyway? If orcs ambush you, you don't have time for your one minute diplomacy check, and even then you have to get some silly number that a multiclass bard/monk isn't going to have.

Nellisir said:
I think it's lame for someone to show up at a game and expect to play whatever they want without checking with the DM.

Sidestepping the fact that you force your players to purchase expensive books for you in order to use them, and that everyone who addressed this thinks I was advocating that demanding your way and throwing the hinges off every single book in your possession is correct, what I'm actually saying is that "automatically banning entire books" is not the same thing as "letting a player use a few abilities for their character that they find especially exciting". If you don't like some new thing, talk it out with the player. The line about "not fitting with my campaign" is something I've always seen various DMs say to players who wanted to break their molds. If Augment Healing doesn't "fit a campaign", why does healing magic even exist?
 

Devyn said:
You say its lame for a GM to ban the content of a book his player has bought. I say its lame for anyone. player or GM, to include any power, class feat or ability simply because its in a book. The GM needs to be clear at the start of his game on the books, classes and feats that will be included. Then he should carefully look new material over before allowing them into his game. If he isn't careful, that new power that just came out in WotC's new "Book of Uber-Powers" could very well break his game.
And I say it's lame that you have to worry about players breaking the game.

I just don't see the point. If you value powerful characters over everything else, play Pun-Pun* Otherwise, what's the point?

Since power is obviously not the main goal of a character, the question becomes campaign-significant. If you trust the people at your table to show up and try to have fun, you should probably also trust them not to ruin everyone else's fun....


I seem to have veered off topic.

My main beef is that I can see how I would make a random class ability generator for 4e fairly easily. Assign points for each of the following action consequences:
damage a target,
move miniature(s),
inflict a standard_status_ailment
give a standard_status_buff
heal

Multiply by three for multiple allied targets, or five for multiple enemy targets. It would be more difficult to do the flavor text, but given the shortness of the PHB examples it seems doable.

Assign a certain number of points per level, then generate classes.
With a bit of programming, you could make it into a nice little computer game.

And it's possible they did something similar. That is, the abilities seem to be generated by choosing from a list of options, adding some damage, then shoehorning in some flavor text. I'd prefer a system that allows for, say, a defenestrating sphere that's actually usable in combat.


The weird compromise between "realistic" combat and the healing surges/minions rules also bugs me. If they wanted to abstract the game more, they shouldn't be using miniatures. As it is, the rules seem less like a video game and more like a board game. Why can the knight only move in an L shape? It's his class ability. The current compromise makes it seem like the everyday world and combat world act differently.

If I want to play a pure miniatures board game, I'll choose Descent. It's fun, it's mindless destruction, I don't have to worry about baby kobolds. Yes, characters are pregens with random additional bonuses. I don't want to invest time writing backstory for a pawn, or statting him up.

If I wanted to play a more abstract game with a non-vancian magic system and a new default setting, I'd choose Dresden instead. The core system used handles everything similarly, which prevents the odd random encounter/minigame feel 4e is giving me for combat.

And if I want ultra gripping violent realism where you can know about every punctured kidney and severed finger, and armor wears down over time, and a wrestler can, like, rip the quiver off someone's back and beat them to death with it, I'd play Dwarf Fortress, because there's no way I'm keeping track of all that stuff.

The reason I liked 3e was the fact that the rules seemed like they'd work for combat and non-combat situations. Other than the stupid economy stuff (which no version handles well), and a couple of other abstractions, it actually seemed plausible that the world worked based on the rules given**, and combat just was the only time you really cared enough to count rounds.


*The best way to handle this as a GM is simple: pass them the screen and start rolling 4d6 drop 1. It's amazing how few players want to immediately start GMing.
** Yes, HP are unrealistic. So are turn-based game systems. It just saves a lot of time to do it this way. Dwarf fortress does limb-based injuries, and
 

Old Gumphrey said:
I'd let this stand if we were talking about a single class monk or bard, but we're not. How often were monsters defeated by social skills, anyway? If orcs ambush you, you don't have time for your one minute diplomacy check, and even then you have to get some silly number that a multiclass bard/monk isn't going to have.

Not all encounters can be solved by combat and not all potential combat encounters need to be fought if the suitable application of a skill can suffice.
 

ProfessorCirno said:
One of the things I dislike about 4e is that I'm not allowed to dislike 4e
I think there's a difference between saying "I don't think I'd have fun playing 4e" or even "4e is a stinking turd," on the one hand, and saying "4e is a boardgame with no roleplaying which could only appeal to the juvenile," on the other. The latter is an assertion of fact which is pretty confrontational. The former two are expressions of dislike which are, if sincere, uncontestable (other than perhaps flouting the forum language prohibitions).
 

Slife said:
And I say it's lame that you have to worry about players breaking the game.

I just don't see the point. If you value powerful characters over everything else, play Pun-Pun* Otherwise, what's the point?

Since power is obviously not the main goal of a character, the question becomes campaign-significant. If you trust the people at your table to show up and try to have fun, you should probably also trust them not to ruin everyone else's fun....


I seem to have veered off topic.

My main beef is that I can see how I would make a random class ability generator for 4e fairly easily. Assign points for each of the following action consequences:
damage a target,
move miniature(s),
inflict a standard_status_ailment
give a standard_status_buff
heal

Multiply by three for multiple allied targets, or five for multiple enemy targets. It would be more difficult to do the flavor text, but given the shortness of the PHB examples it seems doable.

Assign a certain number of points per level, then generate classes.
With a bit of programming, you could make it into a nice little computer game.

And it's possible they did something similar. That is, the abilities seem to be generated by choosing from a list of options, adding some damage, then shoehorning in some flavor text. I'd prefer a system that allows for, say, a defenestrating sphere that's actually usable in combat.
So, you're saying a well thought out system that even a normally mathematically inclined human can figure out and use to create a balanced system is not a good idea if you want to create a role-playing game?
Would this mean it's best to have all abilities randomly designed with no underlying system? (Of course, computers can also do at least pseudo-"random"). Oh, well, let's create a Fireball spell - 1d6 points of damage per level, max 10 d6, 20 ft radius burst. Let's make that 3rd level. And, how about a spell to scry out people - that's a fantasy staple. Make that a 1st level spell, sounds fun.

You know, there is reason why it's called "Design & Development". Because they actually doing some hard work coming up with their numbers. It's not just guessing or doing it like it has always been done.

(And your characterization of the system doesn't look sufficient to describe a power like Web, Bigby's Hand or one of the Rogues utility powers. But it's certainly a good start for simple damage-dealing effects.)
 

(Just as a tangent, I don't think there's any question that a monk/bard would seriously suck. Bards must be non-lawful and monks must be lawful. While you don't lose anything except the ability to advance by switching to lawful as a bard, it does force you to take all your bard levels first, and then to start over as a monk. That's pretty sucktastic, by almost any measure.)
 

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