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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: Fri Apr 18, 2008 1:12 am 
 

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


We don't have enough information. I agree it is a concern. The zone concept of MMORPGs doesn't play well tabletop games outside of a dungeon.  


FormCritic wrote:
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.



One reason I eventually wound up with GURPS as my primary system. I love old school style play. I continue to run my Wilderlands campaign to this day under GURPS. But there are downside the most serious is the prep time needed to do anything original.

The reason I tried 3rd edition was that it was easier to get going and a ton more support. But it's sweet spot issues turned me off and I returned to GURPS.

  


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Post Posted: Fri Apr 18, 2008 6:39 am 
 

I have to say I find the idea that there is a ‘sweet spot' defined by a narrow level band in AD&D very odd.  The enjoyment of the game is dependent upon the campaign, the other players, the quality of the DM as well as the bare combat mechanics.  I have played in very high level campaigns that were edge-of-your-seat exciting and very challenging.  I have played in low-power low level campaigns that were tedious - and ones which were great.  Mysterious intelligent villains, adversaries with goals and strategy, multi-level adventures which take ages to achieve (etc etc, blah blah...) can provide challenge at most levels.  

Many players will tell you that it is the very lowest levels where there was most thrill - just staying alive from round to round.  Similarly getting to high level, becoming heroic, battling the really significant bad guys and establishing your own kingdom makes a memorable game. The game does ultimately have limits - when even a skilful DM will be challenged by the range of powers and options which players wield and it is time to retire the characters.  But this point will vary according to a whole range of factors, e.g. the amount of magic items, number of henchmen, campaign balance, oh and party size - even a 20th level character is vulnerable when he is on his own…  :twisted:  

However even if you just want to consider the basic combat mechanics and nothing else -- adventures and combat don't ‘break down' at 7th level -- unless you are playing with a party decked out with artifacts and super-power magic items or your DM plays opponents with no imagination or skill… "OK guys you are walking down the street and you see a (pause… sound of rolling dice) a lone Cloud Giant -- roll for surprise."  :wink:

As to what 4.0 will be like - I am enjoying the speculation and discussion here, but WOTC should stop with the drip drip drip and just release the damn thing when they are finished.   :D


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Post Posted: Fri Apr 18, 2008 8:47 am 
 

i liked reading the write up relating to devils/the hells etc..quite cool. shame the pay won't feel like that but hey!

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Post Posted: Fri Apr 18, 2008 9:13 am 
 

Back when I used to run cash bots on Diablo II, my wife started playing the game. She refused to let me bot her character to level it, which at the time was incomprehensible to me. Her reasoning? She saw no difference between playing a low-level character in the easy areas and playing a super character in the hard ones.
It's all in the challenges you pose and the structure of the campaign.
However, I have never been one to tailor every encounter to the PC's level. I've had high-level parties run into a few kobolds, and I've had low levels find a nest of dragons. I go for the realism factor as much as possible. An lone orc with a 500 gp gem? He grabbed it from the chief's corpse after his tribe was annihilated. A dragon with 100 gp worth of treasure? He recently lost a territorial fight.
What I never do is leave characters no outs (I think I get that from being a longtime poker player). In all things I strive for realism, as much as a magical world can HAVE realism.
So, being a realist, my issue with 3/4/subsequent E's is that there is not even the remote possibility of realism with the way the worlds are set up, not in a D&D sense. If the characters live on the planet Hurkon, where magical energy resides in every atom, then maybe it is plausible.
Look at Great Cleave, my favorite target. A PC can go on a few adventures, rack up some XP, and suddenly have the ability to strike every enemy within 10'. Realistic? Only on Hurkon.
I don't have issues with a game system that allows this; what I have issues with is calling it D&D. It isn't, plain and simple. It's so far from the D&D concept that it isn't even in the same galaxy.
The current pathetic systems that "they" call D&D are simply paper video games. World of Warcraft with dice, Final Fantasy with a pencil.


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Post Posted: Fri Apr 18, 2008 11:47 am 
 

red_bus wrote:I have to say I find the idea that there is a ‘sweet spot' defined by a narrow level band in AD&D very odd.  The enjoyment of the game is dependent upon the campaign, the other players, the quality of the DM as well as the bare combat mechanics.

Yeah, I do, too. Sorry, the analysis was interesting, but the results don't hold up ... at least not in my experience.

The two best campaigns I was ever involved with were low-level (centered around the Village of Hommlet area) and fairly high level (a Demonweb Pits adventure, with some interesting side-quests). Both were a blast; neither "broke down." Perhaps they didn't make much sense "logically" (inasmuch as one wishes to argue "logic" in a world where dragons and magic actually exist), especially the higher-level one; I agree that there comes a point in any level-based game where the characters clearly become more powerful than the area's magistrates. But that doesn't have to be a game-breaker; there's ways to work around that.

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Post Posted: Fri Apr 18, 2008 1:02 pm 
 

i've always felt that certain monsters have their certain area in a game, a heirarchy (or however you spell it) if you will.

having an uber-powerful kobold for instance that can decimate a decent size party on his own, for instance, just makes no sense at all.

as DL says, you should always have things at a realistic random. thats how the world is. sometimes you come across something ridiculously easy, somethings unbelievably hard....thats how it really is.

using an example from tegel again - the party running into a giant shrew. you can still DM in and do allsorts of damage/cause problems. it doesnt have to be uber-powerful to "balance the level of the game" or whatever the actual reasoning is behind these things.

a good DM will always be able to place something in the game and explain it away for whatever it is. to balance it to make life difficult for the party each time they arrive at an encounter, just seems drab and boring to me.

but then maybe thats just my old-style view on it all and my thought process doesnt move over to much newer versions like that.

i actually plan to chat with blackmoor about this at GenCon as i am genuinely interested in it, but i doubt my mind will change on the issue.

it just doesnt feel like D&D anymore. simple as that.

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Post Posted: Fri Apr 18, 2008 5:53 pm 
 

killjoy32 wrote:it just doesnt feel like D&D anymore. simple as that.

Al


Oh, I so very much agree with that... but I shouldnt get too agitated about it, since the new edition will not stop me from playing an older version (or my favorit Hackmaster for that matter :D ).


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Post Posted: Fri Apr 18, 2008 6:00 pm 
 

oh i agree. i am not really even that bothered about this 4.0 version, no matter what it is. i just have a problem with the "D&D" thing, cos its not really that anymore.

i will always play the version of the game i like, or not play at all, simple as that. works just fine for me.

but i do respect the fact, that if others wish to pursue a new version, thats cool.

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Post Posted: Fri Apr 18, 2008 6:12 pm 
 

I think sauromatian's answer (above) was the clearest description of what I mean by "sweet spot."  In terms of mechanics, that is exactly what I mean.

(The term is not mine, by the way.  "Sweet spot" is the term used by the WOTC guys in their 4th Edition presentation at GenCon. I'm quoting them.)

Game styles will vary, but in a game where the Monster Manual actually gives statistics for Asmodeus, Prince of the Devils, there is clearly a level limit on logic. (Not to mention the Dieties and Demi-Gods target list.)

I think I have described the logic limits quite well.

But then, there are people here who lost entire parties of PC's in the Vault of the Drow.  My own gamers had some amusing deaths in the Vault, but nothing like a TPK.   My own guys walked over Queen of the Demonweb Pits without casualties, while I made Shrine of the Kuo Toa into player character Hell on wheels.  So, game styles will vary.

My main point is not, "Where is the sweet spot."  Rather, it is, "How will they scale the sweet spot from 1st to Infinity as they have promised?"

Souping up the monsters is NOT NOT SO NOT the answer.


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Post Posted: Fri Apr 18, 2008 7:03 pm 
 

deimos3428 wrote:First off, never use "1974" and "OCE" together if you want to sound knowledgeable, especially around here.


I agonized over that a little, but couldn't decide which term fit. I wanted to indicate the 3-book set, but as it was by itself, before Greyhawk added differing weapons damage. OD&D wouldn't do, since GH is part of it, but woodgrain/whitebox would have sounded like I meant only those editions.

                        ____________________


FormCritic wrote:in a game where the Monster Manual actually gives statistics for Asmodeus, Prince of the Devils, there is clearly a level limit on logic..


Co'C 4th ed. has a great foldout chart of size comparisons for human investigators & unearthly monsters which seems to represent mental disorders.

That would be the central joke of RPGs. It's patently ridiculous to quantify abstractions, yet we do it all the time- psychometrics, non-RPG wargames, grammar.. should English split infinitives be outlawed by Latin?

Is 'Data' singular, or the plural of 'Datum?' Is this correct- "Data are walking to the holodeck." It all depends on the question of whether robots have souls. If so, he's a singular person, if not, he's a plural collection of parts.


Last edited by sauromatian on Fri Apr 18, 2008 7:24 pm, edited 1 time in total.
  

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Post Posted: Fri Apr 18, 2008 7:05 pm 
 

FormCritic wrote:My main point is not, "Where is the sweet spot."  Rather, it is, "How will they scale the sweet spot from 1st to Infinity as they have promised?"

Souping up the monsters is NOT NOT SO NOT the answer.


If you're a DM who doesn't want to think and be creative, souping of monsters is better than nothing.  Just plug the monsters and party into some formula and presto-chango instant level appropriate challenge!

If course if you don't want to think you have little business being a DM.


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Post Posted: Fri Apr 18, 2008 8:03 pm 
 

i am still shuddering at the thought of a 4E version of Tegel Manor  :?


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Post Posted: Fri Apr 18, 2008 8:14 pm 
 

killjoy32 wrote:i am still shuddering at the thought of a 4E version of Tegel Manor  :?


Nah..it'll be alright..even if it is not your cup of tea it'll get people to look at Judges Guild.  To think they have products that span every edition but 2nd, damn good for Judges Guild.  (course I hope the map is gorgeous, especially with Paizo as Necromancer Games partner)

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Post Posted: Sat Apr 19, 2008 2:25 pm 
 

well yes, it would be great to see a quality map of the manor and its surroundings and youre right of course, its always good to give JG some spotlight.

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Post Posted: Sun Apr 20, 2008 1:01 am 
 

Busman wrote:Honestly, it sounds like something no one would want.


Really? Darn. Then how about a Las Vegas hotel/casino based on Milton Bradley's DarkTower? Big black main building with grounds made to look like the mapboard & statues like the figures. A main hall like Thulsa Doom's orgy room. Waitresses, show girls, & licensed prostitutes in chainmail bikinis. Avalon Hill games played for real money. Bouncers in orc costume to deal with any rules-lawyer hustlers.

  

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Post Posted: Sun Apr 20, 2008 2:12 am 
 

sauromatian wrote:Really? Darn. Then how about a Las Vegas hotel/casino based on Milton Bradley's DarkTower? Big black main building with grounds made to look like the mapboard & statues like the figures. A main hall like Thulsa Doom's orgy room. Waitresses, show girls, & licensed prostitutes in chainmail bikinis. Avalon Hill games played for real money. Bouncers in orc costume to deal with any rules-lawyer hustlers.


You know... I think you've got a great idea there...  :D

  


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Post Posted: Sun Apr 20, 2008 3:26 am 
 

Everyone--One of my frustrations with the 3.5 version has been that there have been almost NO home-grown modules from WOTC; almost every splat-book has been hard cover ($35-45 each), and very few modules.

Now, I can hear the reply of, "Well, there are all of the 3rd-party modules like the Dungeon Crawl Classics about; why should WOTC/Hasbro put out modules of their own?"

When OD&D/1eAD&D came out, I thought that the modules brought out a sense--an idea--of how the world was being played/run (whether Greyhawk or Mystara [eventually]) and gave clues on how the world was, for lack of a better word, "running" in the minds of those who created it.

I NEVER got that sense from 3.5eD&D rules with the Forgotten Worlds, Eberron, or Dragonlance settings.  Had there been an ongoing series of modules, like the old "B" or "X" series in OD&D, maybe I would feel different.

Sadly, I doubt 4.0e will be different.

BTW, I still think that a return in 4.0eD&D to one of the old settings--Greyhawk in particular, though Mystara I could live with--might be a good re-starting point, as a long time has passed since much has been put out on either world . . .

  


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Post Posted: Tue Apr 29, 2008 1:48 am 
 

I have played many games under 3rd edition rules.

The first was Baldur's Gate: Dark Alliance, on the PS2.

The second was Baldur's Gate: Dark Alliance II, on the PS2

The third was Neverwinter Nights.

The first two don't matter, they're "button mashing" arcade games.  Except for the fact that X-Men Legends gives you 4 characters, it plays the same.  You mash the buttons, you kill people, you level up. You get points and decide to make yourself tougher or to do more damage.

Never-ever-again Nights? I learned all I needed to know about 3E, I never want to touch it again.

  
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