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D&D version 4.0--what do YOU think it's going to be like
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Post Posted: Wed Apr 16, 2008 11:20 am 
 

And Great Cleave. Don't forget Grrrrrrrrrrreat Cleave.
From a saleability standpoint, WoTC did a fantastic job by making 3.0, 3.5, 3.75, 3.83 and all the other editions marketable to console kiddies. One of the things we gaming fossils take issue with is the D&D tag being placed on the rules.


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Post Posted: Wed Apr 16, 2008 12:12 pm 
 

FormCritic wrote:I am most interested in the idea that 4th edition will "scale" so that the "sweet spot" will go all the way to high level.  How can this be?


I believe that will be done through the choose X from a list of powers mechanism. X won't increase as fast as the list of powers. Similar to how spells slots don't increase as the amount of spells you know. However likely this principle will apply system wide for class abilities, feats, and skills.

Another way is like MMORPG when you gain new powers older version simiply become unused. The key to combat in MMORPG is developing a attack chain to maximize your damage per second. When you hit your power it takes time to recharge so you setup a chain of attack so when you reach the end of the chain the first power is recharged. As new powers come in then the chain changes dropping some and adding others. Once you are past the initial levels then the number of powers you are actually dealing with remains relatively constant even tho they get more potent.

Likely for character 4th edition will be a combination of both.

More certain is the design of monsters where they will be set up to do about five cool things regardless of power. so as a DM you are not faced with a mountain of feats, skills, and abilities like in 3.X.

  

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Post Posted: Wed Apr 16, 2008 1:30 pm 
 

I am so looking forward to planning and setting up power chains and skill stacks in my roleplaying game! WOOHOO!!


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Post Posted: Wed Apr 16, 2008 4:26 pm 
 

Deadlord39 wrote:I am so looking forward to planning and setting up power chains and skill stacks in my roleplaying game! WOOHOO!!
You forgot character trees.  And kits.  And a ton of other brain-dead concepts that just didn't work out.  Here's another gem from a Slashdot interview with the 4E designers, emphasis mine:

"Players won't need the Dungeon Master's Guide to equip their higher-level characters, because the PH will have plenty of magic items for all levels."

Guess what?  If you put magic in the PHB, it ceases to be...well, "magic".  It's now mundane equipment that happens to have a bonus to game mechanics.  And maybe a flashy looking effect.  :roll:

If you want a preview for how badly this game will suck, see for yourself.  Here apparently is a "kobold skirmisher".

http://ariel.minilab.bdeb.qc.ca/~mguralni/Noname.jpg

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Post Posted: Wed Apr 16, 2008 4:28 pm 
 

I already feel tainted for reading the indepth articles on gamingreport.com :S yuck.


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Post Posted: Wed Apr 16, 2008 7:05 pm 
 

deimos3428 wrote:there are few if any half-baked ideas that made it to print.


I can think of a couple or three: D6 damage for all weapons [OCE 1974 & Holmes 1977], Psionics rules through 1st ed., the assassination table for that PC class, hit bonuses for weapon types vs. armor types ..give me a minute & I'll remember of a dozen more.

deimos3428 wrote:Regarding "converting" old-school players, that's simply not going to happen.


Probably not, but I don't see us as the only market for old-school illustration. A lot of younger people think the old art looks really cool -or whatever it is young people say instead of 'cool' these days. Sick? Jiggy? They think it's jiggy. They think it's jiggy fresh.

deimos3428 wrote:There might be some initial interest in 4E, but that will subside rather quickly when the product is released.  Feel free to prove me wrong, WotC.


This is what I see happening. It will be a commercial flop [the economic downturn won't help], prompting a crisis.

Literary theory describes the tendency of artforms to experience formative, classical, & crisis periods. The crisis is supposed to prompt all manner of wild experimentation in response to the perceived threat [low sales, running out of ideas, etc.].

Previous new editions had reasons to live long & prosper: AD&D 1e to compile the initial flood of ideas; 2e to clean up the mess left by said flood. D&D 3e took advantage of the 20-year retro cycle.

What will 4e have? For tabletop gamers, nothing, bringing on the crisis period. I'm speculating that one of the responses will be to resurrect older art styles.

  

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Post Posted: Wed Apr 16, 2008 7:25 pm 
 

With all of the editions they are what you make them.  As things progress they are getting more dynamic and miniature based, especially in combat, but if a DM wants there is plenty of scope for role-play.  I think its Necromancer games motto, '3rd edition rules in a 1st edition style,' that sums it up.  All the editions have things going for them that fit different types of play.  I do like the feel/atmosphere of the 1st edition but then there is something about 3 edition combat.  Personally I will pick whatever suits me best. :)

  

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Post Posted: Wed Apr 16, 2008 7:34 pm 
 

deimos3428 wrote:
If you want a preview for how badly this game will suck, see for yourself.  Here apparently is a "kobold skirmisher".

http://ariel.minilab.bdeb.qc.ca/~mguralni/Noname.jpg


Actually, I quite like that stats block.  And, the kobold skirmisher seems to have the upgraded stats that made 3.5 so flexible and fun.

It would be nice if we got a monster manual that had a large number fo the upgraded varients as well as the base creatures.

This is the first good thing I've seen about 4th edition...the others being Gleemax and the hugely boring and unprofessional GenCon presentations up on YouTube.


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Post Posted: Wed Apr 16, 2008 7:41 pm 
 

deimos3428 wrote:You forgot character trees.  And kits.  And a ton of other brain-dead concepts that just didn't work out.  


Kits did not work for the very good reason that they...did not work.

In every list of kits, for every class I saw, there was a list of kits that mostly limited your character, or did nothing to the game's mathematics.

Nestled in among those kits would be one that gave handy bonuses to combat.

What would be the motivation for any player to choose any other kit aside from the one with the combat bonuses?

For instance, I can aways role-play being a "sad clown" or "strategist" or "engineer" or...um..."dancing girl" (a bard kit my wife once played, so stop snickering).  I just take the combat bonuses and then role play that I am a "strategist" while kicking butt.

OK, I just made up "sad clown," but my point stands.


Since various ways of kicking butt are what make the game world go around, why use the kits at all unless they help you do that?

Back to 4th edition...one of the things I have read is that all of the classes will have something tangible (mathematical) to do in combat.  That will be a welcome change.


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Post Posted: Wed Apr 16, 2008 8:38 pm 
 

sauromatian wrote:I can think of a couple or three: D6 damage for all weapons [OCE 1974 & Holmes 1977]...


I've been contemplating this lately, and I actually think it's pretty sweet.

Varying weapon dmg is the first step to simulationism, min/maxing characters, rules complication and combat slowdown.

With 1d6 for all weapons, players are free to concentrate on making a character and not a series of awesome stat blocks.

  

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Post Posted: Wed Apr 16, 2008 9:20 pm 
 

FormCritic wrote:
Kits did not work for the very good reason that they...did not work.


Kits can work...if you work the kits.  

I use kits, and they balance out well enough that min/maxers can't decide which class is the "best" to play.  Each character class has between 2-3 kits (besides standard fighter, mage, etc) to choose from should they want to. None of the kits give combat bonuses.  But I had to write my own kits from the ground up.  Kits as written are silly constructs meant to stimulate roleplaying.  Like you said, roleplay whatever type of character you want; the kits are just a bonus to enhance your ability to succeed with that type of character.

In every list of kits, for every class I saw, there was a list of kits that mostly limited your character, or did nothing to the game's mathematics.

Nestled in among those kits would be one that gave handy bonuses to combat.

What would be the motivation for any player to choose any other kit aside from the one with the combat bonuses?


In my campaign kits are tied to worship of different gods; certain gods prefer certain types of followers, and they imbue their followers with certain powers.  Sure it's an artificial construct, but it works better than, like you said, roleplaying the "sad clown" (Giggle) or "dancing girl" when you can always roleplay those types of characters anyway.

There is a seed of a good idea in kits; only the DM is the one that has to grow the seed.

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Post Posted: Wed Apr 16, 2008 10:21 pm 
 

Busman wrote:With 1d6 for all weapons, players are free to concentrate on making a character and not a series of awesome stat blocks.


Agreed sort of, but then what happens to the polyhedrons? D&D needs its trademark funny dice. How about 1Dx per weapon?

Badmike wrote:Sure it's an artificial construct, but it works better than, like you said, roleplaying the "sad clown" (Giggle) or "dancing girl" when you can always roleplay those types of characters anyway. There is a seed of a good idea in kits; only the DM is the one that has to grow the seed..


I've been working on a system wherein the six 3D6 abilities function as hit points. Most other actions are determined by 2e-style checks [roll the ability or less on a D20].

PCs who don't plan on using Wisdom or Charisma choose to deduct damage from these stats. When the time comes to see who in the party glances up at the Medusa, the players have done my work for me.

The ones who foolishly cast away the light of Wisdom shall know anguish in their hearts, while those who were meek & steadfast, knowing not the oerthly pleasures of high STR & DEX, shall inherit the treasures stored up for them.


Last edited by sauromatian on Wed Apr 16, 2008 10:36 pm, edited 1 time in total.
  


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Post Posted: Wed Apr 16, 2008 10:27 pm 
 

sauromatian wrote:
me wrote: there are few if any half-baked ideas that made it to print.

I can think of a couple or three: D6 damage for all weapons [OCE 1974 & Holmes 1977], Psionics rules through 1st ed., the assassination table for that PC class, hit bonuses for weapon types vs. armor types ..give me a minute & I'll remember of a dozen more.

Ding!  Minute's up.

First off, never use "1974" and "OCE" together if you want to sound knowledgeable, especially around here.  ;)

The d6 damage was pulled straight from Chainmail, and made great sense at the time.  (Though considering that you already have randomized hit points, there's really no reason for randomized damage at all...but I digress.)  

Psionics..well, ok, you win that round.  Some great ideas though, and thrown tastefully in an appendix where they can be conveniently ignored, until you have to fight Orcus and then conveniently roll for each of the PCs to see if they had it all along.

The assassination table actually works quite well, if you can sort out all the details.  There's quite a dispute at times over how it works.  

I really can't believe you could mention that last one with a straight face...the weapon types vs. armor table is really very well done, and considered by many to be a cornerstone to playing AD&D "right".  (Others ignore it easily enough, too.)  

Compared to the blunders that are 3.5E, those issues are miniscule.  You have seen the Succubus Paladin, haven't you?  Or the Gelatinous Grizzly Bear?

sauromatian wrote:2e to clean up the mess left by said flood. D&D 3e took advantage of the 20-year retro cycle.

Time to check your history.  2E failed it's original stated purpose.  It was claimed that it would clean up the sprawling 12 hardcover rulebooks that were AD&D.  The first three books did a decent job (the binder wasn't such a good move, but they fixed that later on.), and then they went on to make things far worse than 1E ever was in that respect.  The spew of options and splatbooks and campaign settings grew wildly out of control.  

3E, it was hoped, would bring the game back to it's roots -- away from the mess that 2E (as a whole, not the "core") had become.  It also failed that initial goal.  It's nothing like it's roots.  There are how many DMG volumes now?  Two or three?  I've lost count of the Monster Manuals...not to mention the myriad WotC stuff, and sideline OGL stuff not even made by WotC.  The deepest pockets on here probably couldn't afford to pay retail on the whole of it...

People bought these editions on faith, that they'd be what they claimed.  They weren't, in fact both times they ended up being the exact opposite of the original claim.  If history is any indication, 4E will fail it's design goals as well, but people will probably buy it anyway out of sheer curiosity.

It doesn't bother me if new people want to play that game, but it's sort of sad when people are continually burned, and still don't learn from their mistakes.


Last edited by deimos3428 on Thu May 29, 2008 3:44 pm, edited 1 time in total.
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Post Posted: Wed Apr 16, 2008 11:24 pm 
 

deimos3428 wrote:the weapon types vs. armor table is really very well done, and considered by many to be a cornerstone to playing AD&D "right".


I wouldn't know, I've never met anyone in the last three decades who ever used it.

  


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Post Posted: Thu Apr 17, 2008 8:49 am 
 

sauromatian wrote:I wouldn't know, I've never met anyone in the last three decades who ever used it.

Well, drop by Dragonsfoot for that debate...I don't use it either, but many people do.  ;)

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Post Posted: Thu Apr 17, 2008 11:20 am 
 

FormCritic wrote:I am most interested in the idea that 4th edition will "scale" so that the "sweet spot" will go all the way to high level.  How can this be?


This article has a table that show the powers granted at each level.

http://www.wizards.com/default.asp?x=dnd/4ex/20080416a

At 30th level you are dealing with

4 Encounter Powers (recharged after 10 minutes of rest or so)
4 Daily Powers
7 Utility Powers

Here are some higher level monsters

http://www.wizards.com/default.asp?x=dnd/4ex/20080414a

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Post Posted: Thu Apr 17, 2008 3:41 pm 
 

That is just a mechanism for simulating higher level characters.

The question would be how game play would stay "sweet" at higher levels.

The sweet spot in AD&D was roughly 4th to 7th.  That is where the local campaign environment could support monsters that could logically challenge characters of that level without them taking over everything...including the local government.

After that point came a "breakdown point" where the characters did not really gain any more abilities, they just got harder to kill and 95% of the monsters were no longer a challenge without inordinate efforts to soup them up or pile them on.  

It becomes a challenge to explain how seven or eight liches decided to live in the same mountain range...or how the local ecology can support upwards of 300 giants living in the same cave.

The player characters would also become powerful enough to challenge local authorities unless illogical efforts were made to control them.  they would generally have enough treasure at that point to buy and sell kingdoms.

The breakdown point in AD&D was 9th level...and then 7th level after the publication of Unearthed Arcana.  

In second edition, the breakdown point was still about the same...7th or 9th.

In 3rd edition, the breakdown point is 12th level.  Possibly, with lower ability scores, the breakdown point might be extended to 15th level.  (All six ability scores count for a lot more in 3rd edition than in previous iterations of the rules.)

Futher, with the dubious mechanism of making their own magic items (a concept I find detrimental to the game) there was also a way for player characters to blow most of their acquired treasure...although silliness would kick in anyway, particularly when players would begin to usurp the DM's traditional control of the campaign by making themselves ideal, designer magic items.

Adding a few high level monsters is NOT NOT SO NOT a solution, as 3rd edition amply proves.  The elements of combat and the logic of the campaign world become stretched beyond all recognition, resulting in the loss of that overriding game goal.......fun.

That is what I want to see them solve.  Let's see it.

robertsconley wrote:
This article has a table that show the powers granted at each level.

http://www.wizards.com/default.asp?x=dnd/4ex/20080416a

At 30th level you are dealing with

4 Encounter Powers (recharged after 10 minutes of rest or so)
4 Daily Powers
7 Utility Powers

Here are some higher level monsters

http://www.wizards.com/default.asp?x=dnd/4ex/20080414a

Rob Conley


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Post Posted: Thu Apr 17, 2008 5:54 pm 
 

FormCritic wrote:The sweet spot


Beyond plausibility, there's the 'sweet spot' in terms of mechanics. A low level character may need too many combat rolls to kill something -after half an hour hacking away at the same ogre, it gets boring. For a high level character wading through an army of kobolds, game play also becomes repetitious. The sweet spot is where your chances of success/non-success are more even & thus less predictable.

  
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