Since the StatsGames project is almost over, I thought that I would go in a bit of a different direction, with a few thoughts on the newest Edition of D&D, 4e.
D&D is such a strange game. What other game (outside of it’s genre) can you get a bunch of people together to essentially play make-pretend, without all of the pretty costumes. Yet this silly game has, at times, given me somewhere to run from the moments of insanity. Yes, running doesn’t solve anything, but it does give time when you cannot solve it because it’s affecting you too much. I started this game just about 3 years ago, my first year here. The group I had started hanging out with decided that they were going to get a game together, and I was curious, and they could use a rogue (thief, trapsmith, diplomat, basically sneaky bastard). So, I put one together, and I had tons of fun. After just about 2 years of playing this game, I find myself finishing up my first full campaign (the arena doesn’t really count, though it had the potential to be), and I think I did a decent job (though far from perfect). So, now in the rest of this post, I will have a nice little chat about D&D 4th edition.
On first look 4th edition looked gross. Looking from the perspective of only playing in 3.5, the changes, at first, looked really unhappy. Powers? Healing surges? Minions? WTF! Confident in this first look, I ignored 4e for a while, until the person who has been my favorite DM to date said he was running a new campaign in 4e. I decided that I had to try it because of the DM. Just like I did with 3.5, I filled in something that I wanted to play and that could help the party (Tiefling Warlord), and I looked deeper into the rules, and they just made sense. They don’t make sense in a way that it makes for the most logical world, but in a way that the mechanics were trying to make anything possible. Minions I actually was impressed enough with the idea to where I adapted it to 3.5. The powers that I gave problems gave more choice to the classes that were the least fun to play (Fighter anyone), and the structure helped to rein in the broken classes (Cleric and Druid). Though there are still exploits (as there are in any game that has optimal choices that are situation dependent), I did not feel that I was going to be truly lost running a high-level one-shot (just impossible for 3.5). So here we go, a more quantified list of the good, the bad, and the just plain ugly.
Good:
Everyone has options.
The game doesn’t collapse if you don’t have a healer.
-On the same note, you can play a primary healer that is not a cleric.
No alignment rider spells. Alignment is now allowed to play as much of a role (or non-role) as you want in your campaign.
Low fluff attacks. Every power gives a quick line of description and a mechanical effect. You are strongly encouraged to not worry about the line of description and describe it your own way. Great for making 2 characters feel different even with the same powers.
Transparent monster creation. You can go from concept to mechanics for a creature in about 10 minutes. I wish they would have given damage equivalences for some of the conditions, but you can take a quick guess and usually be close.
-Monsters are a breeze to adjust the challenge. Do you want a kobold that going to scare a 4th level party? Adjust one up. Do you want your second level party to have to deal with a troll? Well, drop the troll a few levels, and it should be fun.
Minions. Lots of monsters without all of the bookkeeping? Sign me up.
Every class is playable! I don’t have to worry about losing party effectiveness because I want to play a bard. I don’t have to watch myself get outclassed by an ANIMAL COMPANION!
Magic items: I’m no longer waiting until level forever for the slightly interesting magic items. Let’s take a frost sword, for example. A 3.5 character was waiting until about 8th-9th level (assuming no more than 25% of gold towards 1 item), while a second level character can start with a +1 frost sword.
-Magic items only give options: There’s no more magic items that hand over crazy power for nothing. Instead, magic items give you small, but interesting, options. Really classy.
DMG pg 42: Balanced rules for in combat stunts that your players will try to pull off. So much happiness in that page.
XP for non-combat encounters: 3.5 definitely didn’t give any guide for that by core, and although skill challenges have their own problems, to be able to give XP fairly for not killing things is a great tool to have.
Bad:
Everything is in squares. It just feels really offsetting to have it like this.
The highly versatile classes lose their versatility in these rules. Probably best for balance, but I don’t think I can ever play a 4e Wizard or Rogue again (though I’m warming back up to the Wizard, yay summons).
Battle length (real time): First off, let me say that I do appreciate that an epic battle is more than 12 seconds long game time. At the same time, some battles, especially solo battles, can take hours real time. For example, I naively ran a Young red dragon against a 3rd level party. That was a rather uninteresting fight, everyone rightly complained about that fight, and it took nearly 2 hours. That is just horrible, especially because 4e relies just as much on the 4 encounter day to keep things balanced. Anything besides combat much?
I can’t play as a non-combatant: This isn’t a problem that I have so much as a problem that seems to be echoed by many other people. Yes, it is true that you are forced to have some skill in combat. However, the actually useful skill system also lets/makes you have some skill outside of combat. It’s part of the philosophy that no matter the arena, that everyone should have something to do, and that I also appreciate.
If it isn’t cinematic, it doesn’t matter: This is a borderline good thing and bad thing. On the good side, there are no more trap skills (anyone actually ever find a use for craft other than trapmaking or alchemy). On the bad side (for believability), there are minions and healing surges. I can put myself back together by taking a few deep breaths… Wait, What?!? It’s fluffed away with blows not being damaging until you’re down, but getting set on fire? Having your life force drained? Getting struck by lightning? However, it is the healing surge mechanic that makes it possible to travel without a leader or a wand of cure light wounds, so…
My Kingdom for an …axe? If you want realistic at all, don’t look at the prices for paragon and epic items. Enough said.
There are no really simple classes: This is kind of a mixed bag too, because as 3.5 casters proved, options are king. However, somebody starting out has no less that 4 unique powers to work with, all of which need to be planned carefully. Also, there are the situational class features that most classes have (Just about anyone that’s not a Ranger) which also need to be remembered and planned for. This can quickly get overwhelming to a new player.
Ugly:
Stealth errata: Their math messed up, lets put it as a feat. Some paladin builds suck, let’s add another feat. My favorite one: Focused Expertise (playtest for PH3). This is an errata to fix an errata (Implement Expertise and Weapon Expertise). So much fun.
Give us more money: The 3.5 PHB classes are split over 3 4e Player’s handbook (Monk in PH3). WHY?!?
Overall, although I will note the biggest gripes that people have with 4e, and some of them are understandable, 4e has much more going for it than the problems that it has. It is strongly not advised to throw out your 3.5 books over this, because the 4e books are fluff-light (which can be unnerving for a new DM), and the two games give completely different experiences. Don’t be afraid to give 4e a try, though it is definetly less useful of a system for groups that avoid combat.