How the hell do you feel about a dragon minion -- a 15 HD monster with 1 HP? Does it work better in play than it sounds? I don't think I can wrap my head around the concept of a dragon or demon that can be looked at and dies -- supposed terrors of the game that are completely wussified. Are there controls for what monsters can be minionized? That'd make it more palatable.
Why does the party have to be able to defeat what they encounter? Not that I particularly force encounters, but things that would logically be in a place are going to be in that place -- if the party ventures too far, they might get killed, but they might just prove they're better skilled than I expected. That's one of the great things about roleplaying... everything is not "fair."
Zenfinite wrote:So, I look in B1 and see how many encounters are in the different kobold caves. ...Remember the ogre cave in the original B1 module? Well, with the new rules, I am able to stick a young white dragon in there, and when the party reaches level 3, it's gonna be a HELLUVA combat.
JasonZavoda wrote:The words Uber and Munchkin keep coming to mind
Talk about powergaming (and not in any kind of good sense). ... More power does not mean a better game, it simply means missing out on a character building up their strength and having to face challenges that 4e players are never going to imagine.
and role-playing is kept at a bit of a distance.
Actually rolling the dice is discouraged, and you cannot use characters who have rolled abilities for the RPGA (what the hell?).
There is an entire world of roleplaying that 4e is never going to touch. The sense of characters being all too mortal, the thrill of overcoming odds when you didn't have a gazillion little powers to throw at a problem, the use of strategy, ingenuity, tactics, diplomacy, running away ( a lot) when faced with a foe too strong to fight head on.
It also speaks to me of a much, much lower span of interest in the game. At these rates of level increase and at the power levels players attain without having to struggle for them, these campaigns can't be meant to last very long.
Well, maybe Uber might be slightly correct. But 4e isn't implicitly any more munchkin than, say, a superhero RPG when compared to a 1960's spy/espionage RPG. Certainly 4e is higher powered, though. Maybe that's the term you want. It's kind of like starting a 1e game off at 3rd level or higher. (Notably, that isn't munchkin ether. It's just starting off at a higher power level.) And it's probably also true that 4e doesn't fit the pulp swords & sorcery genre as well as prior editions of the game.
I'm curious how you feel powergaming-good-sense-wise about playing a one-shot 1e module using 7th level characters, or starting a 1e campaign using 5th level characters. How would that be any worse than 4e's method? 5th-level (and higher) 1e characters still have to face a variety of really tough challenges. I can imagine how the same might be true of 4e's first level characters. Sure, neither sort of character is going to die in one hit from a sword, but that's far from the end-all-be-all of role playing. And there are plenty of challenges that can give the equivalent sort of "oh my gosh we're really in trouble" sort of feeling. These are meant to be leading questions. I think you're onto something in that there is (IMO) a part of 4e that blunts the "in trouble" situations, but it isn't the starting power level for PCs.
JasonZavoda wrote:I'd never start newbie players out at anything but first level. There is nothing like starting the game weak, seeing characters die with one shot, having that d4 HP mage who has cast his spell trying to figure out what to do. There is an old Heinlein novel called Tunnel in the Sky that expresses this very well. The character gets dropped into a survival course and can bring any weapon he wants. He brings a knife. The knife isn't going to run out of bullets, it is not going to encourage him to go looking for trouble, and as a weapon and a survival tool it does both jobs well. 1e is like that. Start a player out at 1e with a free rolled odds and sodds character. Make him roleplay his part, live his character, run from most fights, but if he lives, just getting to that second level is miraculous. That little bit of hit points, the little bit of better odds at hitting, that next spell, those are treasures you take away from the game. A magic weapon, a pile of treasure, those are nothing but numbers on paper, but sharing an adventure, fearing for that one strike that can kill you, those are real, real feelings you take away, real stories you share, real imagination, and in that shared bit of imagination real adventure.Nothing changes in 4E except the rules if the DM is good enough. I'm sure a good DM can create a campaign where everything you state is part of the experience, including being frightened for your life at low levels. To say that our experiences with D&D were somehow more authentic or real because it was old school reaks of Back in the Day syndrome. I personally knew a lot of lame, waste of time campaigns back in the day. I'm sure there are a lot now. But I don't think 4E (or 3E) for that matter are to blame. Lazy and unimaginative DMs and Munchkin players are to blame more than any rules system. We can't wear the rose-colored glasses all the time...a lot of 1E modules blew chunks. A lot of the new stuff is brilliant. It's just all in context.It's like saying Ditko and Lee were the pinnacle of Spiderman comics, and everything that came after just never had the same excitement because the imagination wasn't there. Personally, if someone's thing is McFarlane's Spiderman, that's cool with me. I'm a Romita man myself. But whatever the arguement, Ditko and Lee aren't going to be writing Spidey anymore. If 4E gets younger people interested, that's good. I think one good thing 3E did was introduce the game to a younger generation that weren't going to have 1 & 2E on their radar. Now a lot of them are jumping ship to Castles & Crusades, or even back to 1st edition. How cool is that?Anything that gets them in the door is fine with me. But my problem is that I'm not sure 4E was the best method to get them in the door.I remember singing fighting songs with my group as we jumped into a fight, my character dying in the final battle but surviving long enough so that the rest of the group fought through and won, thinking our way through encounters and challenges, drinking in taverns and listening for rumours, sinking into the mud of a swamp and fighting leeches that tried to drag us down and the mage setting off the swamp gas to kill them and nearly killing all of us too... I remember a dozen ways of searching for traps, dressing as orcs to slip into an encampment, arguing with gnomes to join us against an evil wizard... I remember finding that first +1 long sword that glowed, and man that was magic...Again those magical moments can all happen now if the DM is a good one. Nothing you stated is edition specific.6 month campaigns, jumping from level to more powerful level, and missing simply everything that the game can be.Shoot, if I was a DM for 4E, I'd simply slow down experience to make the game last longer. Nothing in the rules against that. But the day of campaigns that last 5 years are over, just as a lot of things. Unfortunately today's kids want every campaign to be a mini-series with a beginning, middle and end....witness the Pathfinder series which basically takes a group from 1st-10th level through six linked adventures. Which, honestly, I wish we had back in the day because I didn't write a lot of my old stuff, just strung letter series modules together myself. Pathfinder stuff would have been awesome!At its core 4e misses the point of an RPG. It should just be a boardgame, tactical fantasy miniature boardgame, but it is a damned shame as an RPG.Once again, call it "Mini-Wars"....everyone would be onboard.This may be what WOTC thinks people want, but if this 4e is all they ever know as D&D they are missing something that fired the imagination of a generation. They are missing everything an RPG really has to offer,
JasonZavoda wrote:I'd never start newbie players out at anything but first level. There is nothing like starting the game weak, seeing characters die with one shot, having that d4 HP mage who has cast his spell trying to figure out what to do. There is an old Heinlein novel called Tunnel in the Sky that expresses this very well. The character gets dropped into a survival course and can bring any weapon he wants. He brings a knife. The knife isn't going to run out of bullets, it is not going to encourage him to go looking for trouble, and as a weapon and a survival tool it does both jobs well. 1e is like that. Start a player out at 1e with a free rolled odds and sodds character. Make him roleplay his part, live his character, run from most fights, but if he lives, just getting to that second level is miraculous. That little bit of hit points, the little bit of better odds at hitting, that next spell, those are treasures you take away from the game. A magic weapon, a pile of treasure, those are nothing but numbers on paper, but sharing an adventure, fearing for that one strike that can kill you, those are real, real feelings you take away, real stories you share, real imagination, and in that shared bit of imagination real adventure.
I remember singing fighting songs with my group as we jumped into a fight, my character dying in the final battle but surviving long enough so that the rest of the group fought through and won, thinking our way through encounters and challenges, drinking in taverns and listening for rumours, sinking into the mud of a swamp and fighting leeches that tried to drag us down and the mage setting off the swamp gas to kill them and nearly killing all of us too... I remember a dozen ways of searching for traps, dressing as orcs to slip into an encampment, arguing with gnomes to join us against an evil wizard... I remember finding that first +1 long sword that glowed, and man that was magic...
6 month campaigns, jumping from level to more powerful level, and missing simply everything that the game can be.
At its core 4e misses the point of an RPG. It should just be a boardgame, tactical fantasy miniature boardgame, but it is a damned shame as an RPG.
This may be what WOTC thinks people want, but if this 4e is all they ever know as D&D they are missing something that fired the imagination of a generation. They are missing everything an RPG really has to offer,
Afraid of the Dark wrote:Maybe it helps to explain my perspective by admitting that I've never played a mature (for lack of a better word) 1e campaign. I've played a bunch of Erol Otus covered Basic & Expert, but I was very young at that point. And apart from three 1e one-shots that I can recall, all of my junior high through college campaigns were with other systems. My first real mature, long-term AD&D campaigns used 2nd edition. So maybe that taints my viewpoint, or at least helps explain where I'm coming from.I don't like using terms like munchkin or power gamer to describe certain play styles, because they are typically intended as derogatory.I've played a bunch of campaign styles, from low-magic, to combat-centric, to player-skill-based, to horror, to theater-ish, to flashy, to conventional fantasy, to high-power, and I see the merits in all of them. They all offer something that the others don't, and that's cool. There is no one true point to role playing games. (Unless maybe "having fun," but I don't even think that's necessarily true.)So while it's arguably true that 4e gives you more mechanical stuff to write down on your character sheet than 1e does after N sessions of play, which does affect the feel & style of the game, it's *not* true that 1e (or any other system) offers everything an rpg has to offer.Yes, it's true that players who only experience 4e will never experience various qualities unique to 1e (or Call of Cthulhu, or Rolemaster, or WEG Star Wars, or whatever), but it's also true that 4e can offer some great qualities and compelling role playing experiences that 1e can't offer.So while it's a shame that some 4e players will never experience unique 1e qualities, it's just as much of a shame that some 1e players will never experience unique 4e qualities.While I can understand any given player's preference for a system, or desire to honor a game's history, or honor the role playing industry's ability to innovate, I also understand that none of those preferences are objectively superior.All that said, I don't currently have a desire to play 4e. But I do plan to liberally borrow interesting ideas and learn from the things it offers.
JasonZavoda wrote:6 month campaigns, jumping from level to more powerful level, and missing simply everything that the game can be.At its core 4e misses the point of an RPG. It should just be a boardgame, tactical fantasy miniature boardgame, but it is a damned shame as an RPG.This may be what WOTC thinks people want, but if this 4e is all they ever know as D&D they are missing something that fired the imagination of a generation. They are missing everything an RPG really has to offer,