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Post Posted: Thu May 29, 2008 8:37 am 
 

Anyway in all fairness, I'm not closed to the idea of 4th edition, as I plan to purchase somethings - just not WotC's splat books/modules.  Have to get Tegel Manor, check on some DCCs, but if things look bad, I've always got C&C and Pathfinder and in a way Privateer Press.

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Post Posted: Thu May 29, 2008 8:46 am 
 

Badmike wrote:Please elaborate. What was the main difference between 3 and 4 that made it more fun?


The combat system, regardless if you consider it D&D, appears to be a good game. The rules hang together well, there are no obvious abusive powers in the previews. We will have to wait until the PHB to see if it holds up over all levels. The combat system is fun in the same way Magic the Gathering was fun, Car Wars, Battletech, Mage Knight; it is  good set of rules so far.

Also I know this is heresy but 4th edition appears to do the best job of portraying the respective classes of any edition.

The quickstart has minimal role-playing rules. From the previews there we know there are non-combat systems. How they work and how fun they are.

Again it not like any other edition's D&D combat system. From reading other people's post here that is an obvious and expected deal breaker.

One thing that I recommend for any editions is the idea of minions. Basically in 4th edition monsters are not presented as a single entity within the Monster Manual. They have several versions of the monster geared towards different roles. Like the Kobold Dragonshields hold the front line while Kobold slingers fire in.

A lot of monsters have a minion class. Regardless of how many HD or levels a minions has it always has 1 hp. It's stats are powerful enough to threaten the PC and it's defenses are high enough to cause the occasional miss at that level. But it always dies in one hit.

This has the effect of the allowing the DM to send a horde of creatures after the PCs without it being a total cakewalk for the PCs or a Total Party Wipeout. For a high fantasy style came I would consider Minions an excellent addition and all you would need to do, for older editions, is to set the "minion" monster to 1 hp.


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Post Posted: Thu May 29, 2008 10:35 am 
 

robertsconley wrote:
The combat system, regardless if you consider it D&D, appears to be a good game. The rules hang together well, there are no obvious abusive powers in the previews. We will have to wait until the PHB to see if it holds up over all levels. The combat system is fun in the same way Magic the Gathering was fun, Car Wars, Battletech, Mage Knight; it is  good set of rules so far.


Doesn't sound bad.  I've heard combat was simpler and this is a good thing.

Also I know this is heresy but 4th edition appears to do the best job of portraying the respective classes of any edition.


Yes, you're right. It's heresay  :D  I always thought it was the PLAYER'S job to portray their character...but you probably mean by the types of powers and abilities available to the character.  Even then the player is the one that decides if their Paladin or Bard keeps to a certain archetype or ranges far afield.

The quickstart has minimal role-playing rules. From the previews there we know there are non-combat systems. How they work and how fun they are.

Again it not like any other edition's D&D combat system. From reading other people's post here that is an obvious and expected deal breaker.


It's not a dealbreaker for me at all if the game was called, say, D&D Minis Combat, or Monsters and Mages Combat Game, or anything else but what it is called, Dungeons & Dragons.  Again I wouldn't be against the game on it's own merits, but I suspect like many old schoolers the objections are in trying to link it to the classic game.

One thing that I recommend for any editions is the idea of minions. Basically in 4th edition monsters are not presented as a single entity within the Monster Manual. They have several versions of the monster geared towards different roles. Like the Kobold Dragonshields hold the front line while Kobold slingers fire in.


Not a bad idea...

A lot of monsters have a minion class. Regardless of how many HD or levels a minions has it always has 1 hp. It's stats are powerful enough to threaten the PC and it's defenses are high enough to cause the occasional miss at that level. But it always dies in one hit.


...but that part sounds VERY video gamey.

This has the effect of the allowing the DM to send a horde of creatures after the PCs without it being a total cakewalk for the PCs or a Total Party Wipeout. For a high fantasy style came I would consider Minions an excellent addition and all you would need to do, for older editions, is to set the "minion" monster to 1 hp.


But you were already "alllowed" to do that in the rules, if the DM was smart enough (simply give the creature low or minimum HP per level).  I agree that can be a cool visual (a horde of Minotaurs would be fun, for example, to spring on a party and watch them crap their pants) and it could lead to lots of fun roleplaying (a single shot from an archer, say, killing a Minotaur could be said by the DM to hit him in the eye as he raised his axe to strike another player), but I also see lots of chances for abuse ("My character wiped out the entire orc army with a dagger!  So kewl!!!").  But as a general rule I wouldn't necessary raise hell over it.  It's something the DM could have done all along for dramatic effect, though.  Wouldn't it be much more fun NOT to let the characters know the Minotaurs have 1 hp and instead watch the party sweat out the combat a little more?  Letting the players know minions have 1 hp would seem to inspire lots of comments like "Wait, I just whacked this zombie and it went down, these are just MINIONS guys, no point working up a sweat, I'll handle things here with my darts...."

And you could say sprinkle in a few ringers among the minions...hell I'd say just make them ALL ringers and have the Gods sort 'em out  :D

One major combat in my campaign recently involved the players holding off a gnoll horde from the ruins of a dwarven fort....outnumbered, outgunned, and knowing they faced certain doom if the gnolls broke the siege.  You could ask those players if they would have been sweating it out just as much knowing their foes had 1 hp each....

But as a whole I don't think it's a bad rule, if used very sparingly.

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Post Posted: Thu May 29, 2008 10:39 am 
 

Plaag wrote:Anyway in all fairness, I'm not closed to the idea of 4th edition, as I plan to purchase somethings - just not WotC's splat books/modules.  Have to get Tegel Manor, check on some DCCs, but if things look bad, I've always got C&C and Pathfinder and in a way Privateer Press.

ShaneG.


Hopefully C&C will get a little more love from defecting D&D fans...it's really a great little system. If the only way I could play was to appease the 3.5ers in the crowd, I'd do what I could to switch them to this system.  

I like the look of the Pathfinder series stuff.  Paizo has really written some beautiful looking adventures (have no idea how they play, of course, but they look nice).  

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Post Posted: Thu May 29, 2008 10:48 am 
 

Or... just NOT tell the players that the enemies are Minions.
Simply tell them they are Kobolds....... or Orcs, or Zombies..... etc.

No need to tell them the ranks, abilities, hit points, damage capabilities, etc....... let them sort that out themselves.

You see several smallish ugly humanoids coming up on your group fast.
Your wizard tells everyone that he has studied this race and that they are Kobolds, and they are not usually very tuff singly or even in small groups, though some have been known to dabble in the arcane and the leaders can be tough.

Or you could tell them ... you get sneak attacked by 5 minions.....
So, Dragonborn Paladin? Did you wish to breath fire on em and kill em all right off?


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Post Posted: Thu May 29, 2008 1:28 pm 
 

robertsconley wrote:
The combat system, regardless if you consider it D&D, appears to be a good game. The rules hang together well, there are no obvious abusive powers in the previews. We will have to wait until the PHB to see if it holds up over all levels. The combat system is fun in the same way Magic the Gathering was fun, Car Wars, Battletech, Mage Knight; it is  good set of rules so far.

Also I know this is heresy but 4th edition appears to do the best job of portraying the respective classes of any edition.

The quickstart has minimal role-playing rules. From the previews there we know there are non-combat systems. How they work and how fun they are.

Again it not like any other edition's D&D combat system. From reading other people's post here that is an obvious and expected deal breaker.

One thing that I recommend for any editions is the idea of minions. Basically in 4th edition monsters are not presented as a single entity within the Monster Manual. They have several versions of the monster geared towards different roles. Like the Kobold Dragonshields hold the front line while Kobold slingers fire in.

A lot of monsters have a minion class. Regardless of how many HD or levels a minions has it always has 1 hp. It's stats are powerful enough to threaten the PC and it's defenses are high enough to cause the occasional miss at that level. But it always dies in one hit.

This has the effect of the allowing the DM to send a horde of creatures after the PCs without it being a total cakewalk for the PCs or a Total Party Wipeout. For a high fantasy style came I would consider Minions an excellent addition and all you would need to do, for older editions, is to set the "minion" monster to 1 hp.


Rob Conley


Aside from a bit of terminology, and a paladin that spits fire, the battle sequence does not read any different from a 3.5 combat.

<<Someone mentioned "AC 23" above as if it were somehow odd or surprising.  Actually, AC 23 has always existed...has been in the game since AD&D, in fact.   We just called it "AC -3."  The math is exactly the same...just a bit more clear.  I doubt that anyone here really needs the math explained.>>

I am actually encouraged by the comments here.  3.5 could use some cleaning up and setting straight.

I would suggest that "curmudgeon" and "munchkin" are opposite extremes, but both are equal fun-killers.  Curmdgeons are not superior to munchkins.

Probably the most daunting thing about 4.0 is $120+ for three new books.  I don't see myself plunking that down right away.


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Post Posted: Thu May 29, 2008 1:33 pm 
 

The concept of "minions" is not new.  It was introduced by Goodman Games in their Wicked Fantasy Factory line.

Although the mechanics are somewhat different, Goodman's "mooks" are monsters that are meant to be hacked down on the way to the main encounter.

The concept of "minions" is intriguing, and opens up real possibilities for role-playing.

In a movie, the hero does not fight minions for five minutes of camera time.  Even muscle-man minions get chopped down in one round.

With lesser monsters still able to swarm the party, but not able to bog down the combat, the game opens up quite a bit...with less reward for munchkins and more rewards for clever play and role-playing.

I have to say, "I like it."


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Post Posted: Thu May 29, 2008 2:57 pm 
 

FormCritic wrote:I would suggest that "curmudgeon" and "munchkin" are opposite extremes, but both are equal fun-killers.  Curmdgeons are not superior to munchkins.


100% agree. I'm going to leave it at that before I get people all riled up. :wink:

FormCritic wrote:Probably the most daunting thing about 4.0 is $120+ for three new books.  I don't see myself plunking that down right away.


If you pre-order from Amazon right now, you can get them for about $62, I've heard Barnes and Noble you can get them for about $55. If you're real desperate I read on another forum that the PDFs of the core rules have already been leaked.

I pre-ordered mine from Amazon early this year with free shipping, I'm expecting the books on or around the 10th of next month.

The Keep of the Shadowfell came the day after release and was $19.07.

  

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Post Posted: Thu May 29, 2008 3:53 pm 
 

Or, you could not order them at all and get a PS3. Costs a bit more but you get video to go with the "roleplaying".


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Post Posted: Thu May 29, 2008 4:04 pm 
 

As far as I can tell, the only people that seem to be taking a shine to 4E thus far are those that frequently play 3.0/3.5.  Though a lot of disenfranchised 3Eers are looking for greener pastures entirely, it would seem.  

If someone who primarily plays 1E/2E could give a review, that would be much more interesting to read.  The new version might well be rules-light compared to 3E, but since when is 3E a bellwether for D&D?  (Quite a lot of us don't consider 3E to be D&D at all...)

4E seems very heavily over-architected for an RPG, at least in th examples we've seen.  It certainly reads more like a CCG, wargame, or videogame.

So if you play 1E and like 4E, please speak up and say why.

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Post Posted: Thu May 29, 2008 4:37 pm 
 

From my perspective, the primary advantage of 4E is that the disenfranchised 3ers and 3.5ers will suddenly feel a Hell of a lot more empathy with the OD&D and 1E crowd.

Also, the fact that a lot of ENWorlders and 3.5ers are specifically against the new edition bodes ill for Wizards.  Which, in my book, is a good thing.  

I expect to see a lot more hybridization in the years to come.  Pull systems from BECMI, 1E, C&C, 4E, etc. and come up with a homebrew that puts the 21st-century product to shame.

Or, in a dream world, the audience for PnP D&D completely collapses and WotC are forced to sell off D&D, or at least Greyhawk.

  

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Post Posted: Thu May 29, 2008 5:48 pm 
 

deimos3428 wrote:As far as I can tell, the only people that seem to be taking a shine to 4E thus far are those that frequently play 3.0/3.5.  Though a lot of disenfranchised 3Eers are looking for greener pastures entirely, it would seem.


Well, I can tell you as one who has played Rpg's for over 22 years (most specifically BECMI, AD&D 1 & 2e respectively) and plays 3.x  that in regards to having 4e appeal to such players, it is not so much that 3.x is played but rather the type of person who plays. Most of the guys in the group have played for as long or longer than me. They got burnt out on AD&D in general. Other games appealed more (like Shadorun, Earthdawn, 7th Sea, etc) and felt "modern" I guess. They felt that when 3.0 came out it was good and invigorating, and had finally come into the modern age of game design.

I think mainly that 4e will really appeal to people who have played 3.5 or whatever as their first rpg or have been playing for a very short time, maybe not even during its whole run.  I feel that 4e is mainly being targeted at those who haven't played rpg's before and most specifically D&D.

Personally, I agree with what many have said here that the game sounds like a fun game, but not really like what I expect from D&D. I do not particularly like this new "version" of fantasy a la Eberron and stuff like that. I like my fantasy to have that psuedo Medieval European feel to it.



deimos3428 wrote:If someone who primarily plays 1E/2E could give a review, that would be much more interesting to read.  The new version might well be rules-light compared to 3E, but since when is 3E a bellwether for D&D?  (Quite a lot of us don't consider 3E to be D&D at all...)

4E seems very heavily over-architected for an RPG, at least in th examples we've seen.  It certainly reads more like a CCG, wargame, or videogame.



On this I completely and utterly agree. :)

Incidentally, I also run an AD&D 1e campaign too. In fact, if all the guys in my group were down with it I would only run AD&D! But that is not the case sadly :(


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Post Posted: Thu May 29, 2008 6:32 pm 
 

deimos3428 wrote:As far as I can tell, the only people that seem to be taking a shine to 4E thus far are those that frequently play 3.0/3.5.  Though a lot of disenfranchised 3Eers are looking for greener pastures entirely, it would seem.  

If someone who primarily plays 1E/2E could give a review, that would be much more interesting to read.  The new version might well be rules-light compared to 3E, but since when is 3E a bellwether for D&D?  (Quite a lot of us don't consider 3E to be D&D at all...)

4E seems very heavily over-architected for an RPG, at least in th examples we've seen.  It certainly reads more like a CCG, wargame, or videogame.

So if you play 1E and like 4E, please speak up and say why.


I quite despised 3x, but am pretty excited about 4e. I prefer OD&D and AD&D and never really got into 2e, so take what I said previously as from someone whom you are targeting.

My primary excitement about 4e is that it is a step away from 3x which I thought was basically ruination. It is most specifically the willingness to rethink everything and assume nothing when redesigning that I'm liking.

From the early days, D&D was about people making the world they wanted, whic his why Blackmoor, Arduin, Forgotten Realms, Barsoomian Adventures, and S3 all work as D&D.

It amazes me that people think Dragonborn and them breathing fire is so WAY out there when Robots and White Apes from Mars are in the original D&D books, when playing a dragon character is discussed in the AD&D DMG. D&D is about adventuring possibilities, and 4e designers seem to embrace this.

I'm NOT hung up on the mechanics of 4e being different from previous editions because the mechanics aren't the heart and soul of D&D anyhow. Heck, D&D started with two entirely different combat models at the start.

I'm also not hung up on 4e feeling like a videogame. Probably because my gaming did remain locked in 1977 or 1981 or at any period. I play MMOs, and there are really good advancements in RPGs that come from them. making sure everyone has something to do at nearly all times is a good thing. Yes, it's different from the Magic-User choosing his one time a day to cast his one spell at first level, but making sure everyone at the table is having something to do each round in combat is more fun for everyone.

If the hangup is that it's called D&D, then simply grab some glue and print out a new label called Wizards Fantasy Game on it and move past that. It's a fun game with a very well thought out world and the majority of the typical trappings of D&D.

To me, it feels like D&D, but then so did T&T, MERP, LJ and C&C. They were all trying to imitate the D&D Experience, and so does 4e, and it succeeds in as much as any of the other FRPGs ever did.

In summary, the combat game works really well, there's a party of people working to solve puzzles and creatures in a dungeon, it doesn't preclude tons of character role-playing if that's your thing, I and many others are having fun playing it (even those who say it isn't D&D) and lots of people will be playing it.

I'm sold enough to buy it and try it. If the shine wears off, so be it, I'll move on and continue playing OD&D and AD&D on the side.

  

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Post Posted: Thu May 29, 2008 6:36 pm 
 

FormCritic wrote:..the basic question is about the engine:

IF  1=5%   and   strength = 3d6   and  "to hit" = x   and  "damage" = "hit points"  then the engine is essentially unchanged and it's the same game.


I hate to reveal my complete stupidity on a public forum, but I have a question, Mark.  Your formulation of the engine is concise and elegantly stated, but I don't get the ' 1=5%' and  ' "to hit" = x' part, maybe because I never played 3.x.  In OD&D through 2E, x = a number between 0 and 21 determined by a chart in the rule book (attacker's level vs defender's AC).  In 3E, x = defender's AC , a number between (?) 10 and (??) three billion.  

This is not meant as a hostile question, just a request for clarification. I probably will never buy a 4E rulebook, but I'd play it if a friend invited me to a game and explained when to roll what die.  Frankly I hope 4E fulfills WotC's fondest dreams and introduces tabletop RPGs to millions of newbies -- the more gamers there are the better.


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Post Posted: Thu May 29, 2008 11:33 pm 
 

stumbling tiger wrote: Your formulation of the engine is concise and elegantly stated, but I don't get the ' 1=5%' and  ' "to hit" = x' part, maybe because I never played 3.x.  In OD&D through 2E, x = a number between 0 and 21 determined by a chart in the rule book (attacker's level vs defender's AC).  In 3E, x = defender's AC , a number between (?) 10 and (??) three billion.


The core combat mechanic has always been: a starting character has about a 50/50 chance of hitting an unarmored opponent. This is expressed on a D20, so 1 = 5% with a higher roll being better.

In AD&D terms 10 is THAC10, & 20 is THAC0 for this starting PC. Note that AC value goes down as it gets harder to hit, but the numbers of the actual required die roll go up, from 10 to 20. 3e removed the value in between [old AC]. 3/4e AC is simply the THACO for a starting character with no bonuses.

With each level of advancement, the task of hitting an opponent becomes 1 point [or 5%] easier. Each point of armor worn by his opponent makes hitting 1 point harder on the D20 roll.

For 3/4e, the core mechanic hasn't really changed, but numbering systems have been reversed. A basic starting PC must still roll a 10 to hit an unarmored foe.

The points for armor & for advancement are still similar [although tweaked in all editions for the various classes]. The unarmored foe still starts at AC 10, & normal heavy armor still counts for about 10 points.

Instead of "fighter level" we say "combat modifier" in 3ese. Same math at the core, different +/-- values & arithmetic operations. Except you don't need a chart as with OD&D/AD&D1, & the mental calculations are simpler than AD&D2.

  


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Post Posted: Fri May 30, 2008 10:19 am 
 

Busman wrote:I quite despised 3x, but am pretty excited about 4e. I prefer OD&D and AD&D and never really got into 2e, so take what I said previously as from someone whom you are targeting.

Thanks for the review, then, though I remain rather unconvinced that 4E is something I should purchase.

It amazes me that people think Dragonborn and them breathing fire is so WAY out there when Robots and White Apes from Mars are in the original D&D books, when playing a dragon character is discussed in the AD&D DMG.
Pfft.  I don't even like paladin half-elves, let alone "Dragonborn".  I'm not sure that draconic or robotic characters are ever a good idea....but white apes -- well, that's just cool.  :lol:

making sure everyone has something to do at nearly all times is a good thing. Yes, it's different from the Magic-User choosing his one time a day to cast his one spell at first level, but making sure everyone at the table is having something to do each round in combat is more fun for everyone.

I understand this bit, but I don't agree.  You always have something to do each round.  If your party magic-user is sitting around picking his nose just because he's out of spells of the day -- let the next monster eat him and find a better one!  There's always something a heroic character can do, so new rules denoting additional powers aren't required.  Throw sand, distract, say "ah hell" and charge in with your dagger, hold a door shut, be on lookout for reinforcements, drag a wounded fighter closer to the cleric, pry a killer shrew off someone's back, scream "my god we're all gonna die!" -- something.  

Necessity is the mother of invention.  Increasing the "fire-power" of characters is the polar opposite of this truism.  That's actually my complaint with every "edition" after 1E, including UA...it's just getting to be a worse problem over time.  :wink:

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Post Posted: Fri May 30, 2008 11:22 am 
 

Busman wrote:........It amazes me that people think Dragonborn and them breathing fire is so WAY out there when Robots and White Apes from Mars are in the original D&D books, when playing a dragon character is discussed in the AD&D DMG. D&D is about adventuring possibilities, and 4e designers seem to embrace this.......


I was unable to find any reference directly speaking of what you stated there. I am not saying it aint there, just could'nt find it. Would you please give me a page number?

On Page 21 of the AD&D DMG however (The Monster As A Player Character) there is discussion about the possiblity of DM's allowing some players to role play (PC's) as monsters instead of humanoids. It goes on to state that in the end it is up to the indivdual DM's to create their world as they see fit. On that same page, the guild does indeed talk of Players assuming Dragons as a Characters race, but it does NOT encourage such a thing. In fact it goes into some detail how such a thing would be HIGHLY unlikely and if allowed could easily be damaging to the campaign as a whole.

For instance, how and WHY would a baby red dragon (assuming it is level one) even want to attach itself to a group of humans? for an adventure? They are normally avoiding such groups since it is the adventruing groups that seek to destroy its kind. Especially since MOST adventuring groups are not comprised of CE alignments.....

If the Dragon is higher level (say a young adult) then there would likely be even less reason for it to go on some adventure with a group of humans.....

Another thing I do not understand about the Dragonbord fire breathing human Paladin is how any character with red dragon blood could also be a Paladin at all.  

Are Paladins not always Lawful Good by design?
Are Red Dragons (and their get) not always Chaotic Evil by design?
Well, as I recall, they are in OD&D and AD&D.
Of course, I dont know how Paladins may have been redesinged in 3x and/or 4e.

OK, perhaps a half-breed dragon/human (Or whatever a Dragonborn is) decided to go another direction and chose to become a LG being..... and to even become a Paladin.

Another question that I aluded to in another thread is HOW can a humanoid breath ANY dragon like breath weapon without also destroying his or her own body?

IIRC: In the original D&D (and AD&D) If a dragon has shapeshifted (Or polymorphed) into some other form (Other than its natural dragon form) it cannot use its breath weapon, so how could a human breath a dragons breath weapon if that human is not in that Dragon type form?

We of course really have no idea how the innards of a dragon (If they had actually existed) are designed and built, but they (At least I would assume) have the innards that were required for them to be able to create and store the fule and to use a breath weapon. Those innards, would be designed in suah a way as to allow the dragon to develop and store the breath weapons fuel for eventual use. The breathing tube, storage area, lungs, mouth etc... would have to be well protected from the dragons own breath weapon. However, when a dragon assumes humanoid form, it can no longer utilize its breath weapon, since it then assumes the same physical attributes as a humanoid and humanoids have no such innnards.

My 0.02 coppers worth..............

And of course there is this:
It (The AD&D DMG) goes on to state that in the end it is up to the indivdual DM's to create their world as they see fit.


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Last edited by Gnat the Beggar on Fri May 30, 2008 11:40 am, edited 3 times in total.
  

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Post Posted: Fri May 30, 2008 11:34 am 
 

HOW can a humanoid breath ANY dragon like breath weapon without also destroying his or her own body?


The same way a potion of fire breathing works in AD&D - magic.


Those who can, don't. Those who should not, do.

  
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