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RandomCasualty2
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Post by RandomCasualty2 »

Kaelik wrote:Actually RC, I would argue that 3.5 made it's decision, and it was a good one, and then a bunch of whiny babies like you decided that because you didn't like that decision you'd pretend it had problems and couldn't decide.
As long as jump and climb are separate skills, it quite obviously did not make its decision.

It made one decision for casters and another for warriors.

If 3.5 had made its decision, then we wouldn't need the tomes to rewrite every warrior class in the game with something that can even vaguely compete with the god wizards of 3.5

The 3.5 and 3.0 devs really had no idea what they were doing from an overall balance or thematic standpoint.
Last edited by RandomCasualty2 on Tue Aug 18, 2009 1:06 am, edited 2 times in total.
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Prak
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Post by Prak »

Ok TD, I can't come up with a simple reply to your post other than something along the lines of "go the hell away you fucktard," maybe if I go point by point we can actually get somewhere though.
Titanium Dragon wrote:
There's a story. I want to do something to affect it. In 4e, all the powers cease to have any meaning or effect the moment the combat music stops. When I want to interact with the story at all, I am told to just make something up or use the skill system. The skill system is garbage, so basically I'm down to just making shit up.

That's disheartening. 4e has dozens of books and thousands of pages, and yet my character's contribution to the story is still just the fact that I can imagine and describe things that a human could probably do and try to convince the DM that he could do those things with my winning smile and graphic description. What the fuck man?
Well, first of all, if you aren't RPing in combat, nor advancing the story, you're "doing it wrong". Given that D&D is designed to be 50%+ combat, if you don't consider combat to be a part of the story or to advance the story, then you're really probably playing the wrong game. When something matters in over half of what you do, I'd consider that to be a pretty significant impact.
No, 4e is designed to be roughly 95%+ combat, as evidenced by the fact that skill challenges are a shitty tack on system. Now maybe 3.5e is roughly 50%+ combat, but even then, the social skills need work.
Secondly, "make something up" is pretty much the cornerstone of roleplaying. No good system covers everything because there are always going to be things which do not come up nearly often enough to warrant rules. For example, I might, in one adventure, have to bake a cake with a file in it to break someone out of jail. Now, is there a skill check for baking? No, nor should there be.
it seriously depends on the degree of importance of the cake. In the given situation, the cake only needs to be soft enough for your friend to be able to get the file out. However if you're tasked with making a cake for some emissary or such, then you fucking damn well better roll, and scrounge up every bonus you can find.
The skill system in 4e is general enough that you can, however, find something which makes sense for it. For the cake, you could easily do a complex skill challenge involving bluff and diplomacy checks, for baking the cake and getting the guards to let you give it to the prisoner. Not an unreasonable choice, as that's more or less what you're doing.
bluff...
"There is no file in here, no siree, no file"
Guards: "get the fuck back here, and put the damn cake down now."

It should actually, first, be dependent upon the guards' attitudes. If your friend is locked up by LGs, they'll be fine with the cake, if he's locked up by anyone evil, they'll likely take the cake for themselves, find the file, and lock you up. However, there is room for skills. How many groups are going to try the (incredibly stupid) "escape by cake file" tactic? very few. How many are going to try more aggressive jail breaks? Damn near most, if not damn near all.
But not everything requires a die roll, nor SHOULD require it, and sometimes things might just work. Its not a big deal, and that's kind of the point of having a DM in the first place. If the only way you have to interact with the world is through the rules, then you WILL be limited, ALWAYS.
I'm just going to leave this here.
I'm not terribly worked up about 4e for the simple reason that I can wait it out until 5e.

The secret is that when WotC was taken over by Hasbro, they did some market research and learned that their biggest selling books were the base ruleset book (PHB, DMG, MM) by a huge margin. This led them to create a new edition.

No other reason than profit exists. This means that in 2...maybe 3.... years, there will be a new edition. Hopefully, in the years of experimenting people are going to be doing because of the blandness of 4e that will keep them away from it, they will come out with some ideas more original than "let's create a ruleset to sell more minis".
Well, firstly, here's a little secret: you're wrong.

3rd edition was not a "Oh, Hasbro bought WotC, we're going to make a new edition" thing. Indeed, TSR was already starting to work on 3rd edition when they were purchased by WotC. Crazy how reality trumps your conspiracy theory, am I right?
First: That's not what he said. Second: Hasbro bought D&D and handed it to WotC, including the 3e project. WotC finished 3e, and sold it. Hasbro did market research, and found the biggest selling books were the Core books, and so, because they're a toy company more accustomed to the "minor project to sell shit loads of merch which can be replaced every so often" model than the "make one product, and support it as long as possible, making minor fixes as necessary" one. So 4e was made at Hasbro's behest, and now core books are coming out of Hasbro's ass.
Now, what WotC did was employ a market research company to figure out what their customers wanted, and then tossed the garbage TSR was doing out the window and actually made a game that was a real, marked improvement. That was 3rd edition.
And you know how they did that? Dragon Magazine. Gee, what was the first thing to go when 4e came along? Dragon and Dungeon Magazine. Yeah, that was smart... *headdesk*
So why 3.5? Some will say "Well, they were gouging people for money/those evil corporate bastards/ect." But they've said that 3.5 was a mistake because, basically, it failed at its objectives - it didn't fix the game and not everyone was willing to purchase a "patch" to the rules (and with good reason).
shouldn't be too long before they decide 4e failed at it's objectives.
So what about 4e? Will 5e come out in 2012? The answer is no. But why? How can I say that with any degree of certainty?

The reason is that developing a new edition is very expensive. Rather than having their staff work on books, they're working on a lot of stuff which never sees the light of day because they're reworking the base system, which takes a ton of time and effort. Sure, the core books sell well, but it takes them 2-3 years to produce a new edition, which is a considerable undertaking in terms of manpower.

Yes, the core books sell the best, but they cost the most to produce.
They have three years, and when 4e came out, it was pretty clear they'd been working on it concurrent with 3.5 for just about the entire time 3.5 had been out.
I mean, the brilliance of 4e is that it's extremely dumbed down. Even MMOs which cater to the masses have rules that interact in complicated ways, and to expect people who are also trying to tell a freeform interactice story to accept the formula of "you have sixteen ways to swing a sword, all with a different name" as the whole of their character is preposterous.
Actually, the brilliance is that it isn't "dumbed down". Again, compare 3e fireball to 4e fireball. 3e fireball is garbage. Not from a power standpoint, but rather, from a usability standpoint. The description of the spell is enormously long and stupid, full of unimportant dross. 4th edition's fireball is clean and concise, and thus it is very easy to use and understand (not to mention to find in the rulebook).

The shorter description speaks of concision. And to the average user, it is "Oh, this is much easier to use."
Fireball has a concise form:
3e PHB pg193 wrote:1d6 damage per level, 20-ft. radius.
hell, I think that might even be shorter than a lot of the 4e powers. Now granted, that glosses over specifics, such as range, save, capabilities of the fireball, etc. But if you want a short form, that's it.

Besides, if you're not willing to put time and effort into the game, maybe you should go play an MMO.
The trouble you have is that you simply do not understand modular design, nor do you understand why simplicity is a virtue, and complexity a vice. The rules should be easily understood, and complex gameplay can arise from very simple rules.

It cut out garbage, not the meat. What good stuff did it remove, I ask you? Skills are still there. Feats are still there. Many spells are still there in some form or another, more balanced. Some were removed due to being worthless, ridiculously overpowered, or obsoleting other party members, but if you are going to complain about that no longer being possible, I don't think WotC wants you in their audience. It is a SOCIAL game, let us remember.
again, I'm just going to leave this here: The Tomes
The old grapple rules were garbage. The new ones are far sleeker and more efficient. Is grabbing people terribly useful? Ususally not, no, save in the context of a few powers. But that's okay.
Ah yes, so much better than making the grapple rules easier to use and useful...
I want to raise an army of the dead and take over the world.

I want to be a shiny pants paladin and create societies that are good and just.

In general, I want to do stuff other than kill stuff. What does 4e do in that respect? It doesn't beat Shadowrun, Exalted, aWoD or 3.x, thats for sure.
So play them. D&D is not for you.
No, D&D is for everyone. An alot of them tend to want to do at least one of those things. So according to you, no one should play D&D, except you. Have fun.
And this is what a lot of people simply do not understand. D&D is not meant to allow you to run an army. That's not what it is for. It isn't meant to be a kingdom simulator either. It is meant to represent a group of heroes who do various deeds. They're the protagonists of an anime or of the Hobbit.
...
'scuse me while I go cast speak with dead so you can tell Mr.s Gygax and Arneson that they weren't supposed to have characters leading armies...
3.x is garbage for that stuff as well anyway. Sure, you can raise an army of undead... and it is horribly unfun for everyone else at the table. I've seen it happen EVERY SINGLE TIME. The guy thinks it is awesome, and everyone else knows it is retarded and horribly time consuming.
Which is why every class needs some way of putting together an army, and a mass combat engine needs to be worked up. People are going to want to lead armies. Now, sure, the LotR game probably has great mass combat rules, but it probably doesn't have much in the way of necromancy rules, it's not appropriate to the setting. Armies are, however, appropriate to D&D's setting, as are ravening hordes of undead. Not only does D&D need mass combat rules, but it needs mass combat rules that can handle single people taking on armies. It's probably better (and easier) to add mass combat rules to D&D than necromancy rules to LotR.
Running a kingdom in 3.x is making shit up, and you can do the same, but better, in 4th edition because 4th edition actually paid attention to putting in real noncombat mechanics.
I'm not sure whether to laugh my ass off or cry because you seem to actually believe this...
Sure, they're flawed. Heck, I made a post over a year ago on the WotC boards which was basically "Skill checks are irreparably broken because you can get such a large bonus on them all the time that one person will always fail while another always succeeds." Which is true. There are ways of making the system work, and perhaps they'll actually bother in 5th edition. But that won't be for a long while.
and yet you seem to think skill checks are actually useful... Either you're a pathological liar, or seriously disturbed...
But seriously, if you give examples, you might actually want to give games which support those things. 3.x doesn't support what you were talking about, and from what I remember of WoD, I don't think it really supports running an army either, though I may be mistaken. Exalted is all about that sort of thing from what I understand of it.
It may not support running an army, but I did okay in amassing said army, and giving orders to my people. Plus the others were talking about AWoD, not OWoD or NWoD.
I also liked being able to raise wrecked boats off the coast of some dangerous waters and magically repair them so I could create my own fleet and control trade in a region. I was well on my way to doing this in a 3e campaign before we retired it around level 12 or so.
Yeah... unsurprisingly. And really, what's to stop you from doing this in 4th edition? The "control trade in a region" part is, again, handwavium in both editions, and will probably involve adventures and stuff which correlate with your success at the task and the challenges which face you.
um... no.... controlling trade in the region is not handwavium, it is "DM, hook me up with a beat adventure a bunch of people to push around and maybe kill a few of so the king has to actually send a level appropriate encounter to stop us!"
I want to be able to train powerful creatures as steeds and companions, even as a fighter.
Well, this is always a problem due to the "multiple turn" issue. Fundamentally, if you give one player multiple turns, bad stuff happens, namely, everyone else gets less time (and if everyone has multiple turns, the game takes forever to play).
lets see... Wizards and sorcerers get extra actions with haste, and time stop, and familiars... Rangers and druids get extra actions through companions... clerics get extra actions through undead... Paladins get extra actions through mounts...
that's just over half the classes that are getting extra actions and rounds through class features. I think it's okay to let the rest train creatures... especially since it makes sense for a good number of them (barbarian, fighter and rogue)
In 4th edition, you can have a beast companion as a ranger, or a mount, but they share your actions, which is a reasonable way of doing it as it gives you access to these things while avoiding the extra actions issue.
no, it's not a reasonable way of doing it, you might as well give rangers polymorph.
I play pen and paper games to do stuff I cannot do in MMOGs. Pure Combat is better done in MMOGs and CRPGs - faster, flashier, better graphics. World changes is what computer games are bad at, and that's what I want in pen and paper games.
Shittier, the monsters are far dumber, the battle situations are not as varied or interesting. Seriously, MMO combat is not really all that awesome, and often is pretty repetitive.
Actually, combat's getting better in computer games, look at Kingdom Hearts 2 and the God of War series.
Knock isn't worth the paper its' printed on, nor is the scrying spell that lets you spend ten minutes preparing to listen to 30 seconds of a conversation within line of sight.
Nor should it be. The entire point of these rituals is that they DON'T obsolete skill checks, but are usable in situations where you lack, say, someone who can pick locks or sneak around and listen around the castle (which is really what that ritual is for, I think; you're going to meet with the king and you are put in one of the towers, and you do the ritual to listen in on the conversations in the throne room/the king's bedroom/one of the other tower rooms).
If you need someone to pick locks and the rogue is nowhere to be found, drop some gold in a street thug's hands, they'll give it a shot. If you need someone to listen around the castle, talk to the servants, spread a little gold around, you'll get everything that's happened in the castle, ever.
AEG's War
Eden Studios' Fields of Blood
Malhavoc's Cry Havoc
So, in short, stuff which isn't a part of 3e?
AEG, Eden Studios' Fields of Blood, and Malhavoc press are part of 3e.
I could play a freaking game of Warhammer with them too to represent it, and, sadly, it will probably be better that whatever hashed-together mass combat rules some random 3PP produced.
yes, yes you can, in fact, you could even just go fucking play WHFRPG, and it'd probably work great. I hear there's a good amount of PC-blocking in that too, you should like it.
Or I could make it an abstraction - each character is leading a group of people, and the monsters are represented by single monsters, and we just play it out like a normal combat, except instead of killing individual monsters, you're killing troops and when they hit you, they're beating up your men. And then it is basically a normal combat with different stakes.
There you go, why was that so damned hard? You took the core conceit of Civilizations' combat system and applied it to an RPG. and it worked! Holy Shit TD you've done the impossible, you made a mass combat system for 3e! [/sarcasm]
If it's going with the latter, then there shouldn't be armies at all. Nor should you even get the ability to make them. It can no longer try to be the everything fantasy game, because Aragorn can't even travel with the god wizard of fairy tale magic.
And this is precisely what D&D has decided.
D&D hasn't decided a god damned thing.
Last edited by Prak on Tue Aug 18, 2009 1:29 am, edited 1 time in total.
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Post by Maxus »

You can't tell me that I'm supposed to be serious about a game edition that actually plans to write and release the "Player's Handbook IV" and the "Game Runner's Guide V"

That's a self-parody right there. It's a shining example of thoughtless marketing. If you put that in some kind of media, people would seriously recognize it as a cheap dig at companies, by exaggerating the common perception. It's like that line in one of the Harry Potter books, where the name of a video game is "Mega Mutilation 3".

And yet, it's actually true.

3e at least tried to fill all the niches well enough you wouldn't need to write another book about it, were it done right. And, hell, it was a big deal with 3.5 PHB2 was released. I was surprised to hear they were going to do it again.

But now, there's already a PHB2 and 4e's been out for more than a year.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by K »

Maxus wrote:You can't tell me that I'm supposed to be serious about a game edition that actually plans to write and release the "Player's Handbook IV" and the "Game Runner's Guide V"

That's a self-parody right there. It's a shining example of thoughtless marketing. If you put that in some kind of media, people would seriously recognize it as a cheap dig at companies, by exaggerating the common perception. It's like that line in one of the Harry Potter books, where the name of a video game is "Mega Mutilation 3".

And yet, it's actually true.

3e at least tried to fill all the niches well enough you wouldn't need to write another book about it, were it done right. And, hell, it was a big deal with 3.5 PHB2 was released. I was surprised to hear they were going to do it again.

But now, there's already a PHB2 and 4e's been out for more than a year.
But that is their plan.... they know that PHBs are their biggest sellers..... so they sell more PHBs. It's all the benefits of a new edition with none of the work!

Now, they need to learn the lesson that people are in fact smart enough to not buy something just because it says PHB on the cover, but then maybe they aren't. I mean, the PHB 2 was damned near useless except for a few classes, and plenty of people bought that.
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Post by ggroy »

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Lago PARANOIA
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Post by Lago PARANOIA »

K wrote:But that is their plan.... they know that PHBs are their biggest sellers..... so they sell more PHBs. It's all the benefits of a new edition with none of the work!

Now, they need to learn the lesson that people are in fact smart enough to not buy something just because it says PHB on the cover, but then maybe they aren't. I mean, the PHB 2 was damned near useless except for a few classes, and plenty of people bought that.
I can't speak for the 3E PHB2 (though I'll be surprised if it sold much better than the Player's Guide to Faerun 3.5E or Complete Warrior) but I can say that the 4E PHB2 got into trouble for a variety of reasons.

1) There wasn't much reason for people already satisfied with their characters to grab one of these. There were a couple of neat options like Reserve Manuever but for the most part the PHB2 was likely to impact your character less than, say, Adventurer's Vault.

2) ... so what they did was to release the Implement/Weapon Expertise feats, which are pretty much the only mandatory feats in the game. Especially at higher level. The PHB2 caught a lot of shit for this. Just search for the word 'feat tax' on Google.

3) They blatantly ignored the barbarian playtest results. This pissed off a lot of folks, including me.



Anyway, the 3rd Player's Handbook will be the final nail in the coffin for the 4th Edition. Firstly because of diminishing returns, but secondly because Hybrid Classing is going to be a bomb on par with Savage Species. I talk about why Hybrid Classing will be a bomb here.
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Post by ggroy »

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Post by Lago PARANOIA »


Watch the 4E PHB3 become another piss poor psionics book, in an already long line of crappy psionics books produced over the last several editions.
What are you talking about, man? The PHB3 is supposed to be the Psionics/Shadow Book. The Psion preview even uses power points. It's not as godawful as the psion from 3rd Edition, but only by comparison.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by erik »

Ideally 4e is probably the best engine for psionics. Every given power could be described just as well by being used by another class so fuckit. It is not as if I could tell the difference between a psionic and non-psionic power anyway. For all we know, Fighter is already a psionic class.
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Post by Username17 »

clikml wrote:Ideally 4e is probably the best engine for psionics. Every given power could be described just as well by being used by another class so fuckit. It is not as if I could tell the difference between a psionic and non-psionic power anyway. For all we know, Fighter is already a psionic class.
Yeah, but the previews show that Bruce Cordell managed to whine until he could make a set of classes that are only partially compatible with the rest of the system.

It's not psionics unless it's unmanageable and confusing.

-Username17
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Post by Korwin »

mean_liar wrote:
RandomCasualty2 wrote:Honestly, you really can't do that in 3E either. There's no mass combat simulation...
AEG's War
Eden Studios' Fields of Blood
Malhavoc's Cry Havoc
RandomCasualty2 wrote:As far as running a society, there's no kingdom simulation rules either.
AEG's Empire
Atlas Games' Dynasties and Demagogues
Eden Studios' Fields of Blood

EDIT: Naval combat is covered in Mongoose's Seas of Blood.
Any good?
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Post by FatR »

About 3.X not supporting armies and shit: in 3.X, everyone uses the same rules and statblocks around the setting are supposed to be internally consistent, so you can actually do a reasonable comparison of military powers. You can look at stats and numbers of average grunts on both sides and approximate the result (or even calculate how well combatants would do, taking an average result). Then you can run the battle as a background of heroic stuff PC and enemy elites do to change the predicted result by giving an edge to their side. Always worked quite well for me. In fact, I found that it is the best way to handle mass combat in any game (because mass combat rules in other games I've run, like Exalted, suck all that is ass).

In 4E, you can't do that. Everyone but PCs is made of arbitrarium and even tiers are basically meaningless, so players cannot even approximately measure how good their army is. And NPCs clearly aren't supposed to ever fight each other.
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Post by Draco_Argentum »

Titanium Dragon wrote:So play them. D&D is not for you.

And this is what a lot of people simply do not understand. D&D is not meant to allow you to run an army. That's not what it is for. It isn't meant to be a kingdom simulator either. It is meant to represent a group of heroes who do various deeds. They're the protagonists of an anime or of the Hobbit.
Name 4e's non-combat abilities then. Anime and The Hobbit have non-combat stuff in them. The Hobbit is mostly non-combat. So lets hear it, what part of 4e covers any part of The Hobbit outside of a fight? You've already admitted the skills are worthless, theres not much left.
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Post by Aharon »

@Vnonymous
Note that I said
1) the rituals are nowhere near as world changing as in 3rd ed
2) the rituals are only useful in a party focused on using them.

With the party of 5, you get +8 by Aid another.
Make the Caster a Deva, that's another +3.5 average with the added roll.
Int 18, +2 racial => another +5
trained (duh) => yet another bonus
Skill Focus => yet another one.

I did the calculations, and I think you can easily make DC 30something checks at first level, and reach 40 at 6th - just in time to get really fast flying Phantom Steeds.
You can create a Magic Circle that's powerful enough to keep out Orcus.
You can make Fool's Gold that lasts an entire day (or was it two?)
You can use Water Breathing for 2 days with one casting.

Does it compare to anything extremely heroic you could do in 3rd edition? No, of course not.
Does it enable your characters to do some things that actually matter outside of combat? Yes, it does. (For example, how about a whole city protected by a magic circle? There's no limit for the size of it, it just takes longer.)
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Post by souran »

Titanium Dragon: You might as well just stop. You will never convince these guys of any of your points.

Frank and the rest want the players to be able to really deconstruct the gameworld. Read his stuff on the wish based economy its still around on the board. Its a very entertaining read. It also a style of play that only a tiny fraction of the gaming populous would even understand much less actually be able to play. Its all pretty hard core.

Most of the posters here would say that the idea that D&D should maybe focus on small/ragtag groups who go into underground complexes to slay large quasi-reptilian beasts and that stuff that really derails that proccess maybe should be demphasised is just an attempt to homoginize everthing and reduce play options.

None of their opinions are wrong, especialy for the level of intensity they bring to the game. However, it means you might as well be filling in the grand cannon with your shoe.
Last edited by souran on Tue Aug 18, 2009 4:05 pm, edited 1 time in total.
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Post by Thymos »

Frank and the rest want the players to be able to really deconstruct the gameworld. Read his stuff on the wish based economy its still around on the board. Its a very entertaining read. It also a style of play that only a tiny fraction of the gaming populous would even understand much less actually be able to play. Its all pretty hard core.
Eh, I'd say that people want their characters to profoundly impact their world. Maybe not destroy the world, but they certainly don't want to be an insignificant blip on the radar, and they want to matter even if they aren't required to take down Orcus and his doomsday device.
Most of the posters here would say that the idea that D&D should maybe focus on small/ragtag groups who go into underground complexes to slay large quasi-reptilian beasts and that stuff that really derails that proccess maybe should be demphasised is just an attempt to homoginize everthing and reduce play options.
Yes, because you know that thread about how to make fighters and wizards equal, where everyone is talking about how to make fighters do more than what you describe (not if they should be able to do more, how), that's thread doesn't exist at all. :roll:

I agree that the hatred of 4e on this board is a bit rabid, but 3ed really did try to simulate the world even if it failed. In 3ed I could make a wizard who didn't even do damage and was a positive contribution to the party. I could make characters whose schticks were something unrelated to combat.

I was just now making a 4e character. I wanted to make the batman wizard who just supported the party and didn't do damage. I look at the supposedly controller wizard and quickly came to the conclusion that the controller class is a joke as far as being a support class. It's all about damage and that's it. 90% of his powers deal with taking out enemies by disabling them or dealing damage.

I don't think 4e is as bad as most people here seem to, but you have to admit is that it's a one trick pony and just does combat. Even if the other stuff does work decently it's overshadowed because the majority of making your character is centered around how they fight the opponent.
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Post by Username17 »

Why would I play 4e D&D over Mordheim or Necromunda?

The combat systems in those games are better and more interesting. The characters have deeper and more interesting "world" powers. I'm dead serious. Mordheim is a tactical miniatures game, and it is more of an RPG than 4e D&D.

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Post by mean_liar »

Korwin wrote:
mean_liar wrote:
RandomCasualty2 wrote:Honestly, you really can't do that in 3E either. There's no mass combat simulation...
AEG's War
Eden Studios' Fields of Blood
Malhavoc's Cry Havoc
RandomCasualty2 wrote:As far as running a society, there's no kingdom simulation rules either.
AEG's Empire
Atlas Games' Dynasties and Demagogues
Eden Studios' Fields of Blood

EDIT: Naval combat is covered in Mongoose's Seas of Blood.
Any good?

MASS COMBAT -

AEG's War is shitty. I have no idea why I held onto it - maybe the PrCs? AEG's Empire actually has a much better mass combat engine.

Cry Havoc uses a three-tier resolution system, with one being an actual tactical army game, the second being an abstract battle resolution system and the third being an abstract war resolution system (for NPC vs NPC wars, basically). The tactical unit game is a whole new animal with a collection of skill checks and what-not and is generally a pain in the ass - I've never used it. However, the second tier is decent enough and I've actually used it in-game. It's major drawback is that it doesn't really account for individual heroics, so if your group of PCs wants to go head-to-head with the Horde, you can't use it. Not only that but its main resolution mechanic is a skill check and once your players figure that out things get way the hell stupid - that skill check ends up being head-and-shoulders more important than troop composition. It's fixable but I never bothered.

Mongoose has a system in the back of Quintessential Fighter I (shitty) that is revised in Strongholds and Dynasties (decent for the mass combat) that transforms units into single creatures which then fight using slightly modified d20 rules. It handles heroes-as-units decently. This or AEG's Empire is the system I would use if someone wants to use unit-scale combat, but no one has. :p


EMPIRES -

AEG's Empire provides a fairly abstract empire management scheme as well as an abstract mass combat system that converts units into individual creatures that use a modded d20 melee ruleset to fight. You take seasonal actions to determine your empire's development, although it involves minor resource management. Altogether its enough new rules to be a new thing without being overly heavy with crap to track. It's a decent-enough system in one book.

Atlas Games' Dynasties and Demagogues has all kinds of political and social minigames, but nothing really on running an empire. If you wanted to keep the empire stuff to handwaving this book allows more meaningful social scenes and challenges.


EDEN STUDIO'S FIELDS OF BLOOD -

This got its own section because it's a self-contained game. It's Masters of Magic for empire-building (do you have a Sawmill? How about a Marketplace?) and a units-as-monsters mass combat system. Like AEG's Empire it uses seasonal actions, and FoB is of slightly less complexity (you spend generic resource points rather than gold/lumber/population/food units).

To be honest, re-reading through these I'd say that between Empire and Fields of Blood you'd have a pretty good empire-ruling, mass-combating d20 rules. FoB wins out in the end because of its larger "we've converted these monsters into units for you" section and focus on crunch over fluff.
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Post by souran »

Eh, I'd say that people want their characters to profoundly impact their world. Maybe not destroy the world, but they certainly don't want to be an insignificant blip on the radar, and they want to matter even if they aren't required to take down Orcus and his doomsday device.
There was a time when I strongly agreed. I had all the old 2nd edition books on rome and crusades. I had every book that had prices of everything. I wanted my players to come up with non magical solutions to things like sieges. Or to master the games economy. However, considering that those are situations which are once a game, and things like attack rolls against increasingly powerful monsters are made hundreds of times I eventaully decided that making things like combat really good resulted in more sessions that were more fun.

Should the game support players who want to play the hunt family and corner the world silver market? Possibly. However, if they can then use that to derive even a seemingly inconsequential numerical bonus to the quest to turn off oruces doomsday device then will. It ceases to become spectacular and becomes just the way the game is played.

Yes, because you know that thread about how to make fighters and wizards equal, where everyone is talking about how to make fighters do more than what you describe (not if they should be able to do more, how), that's thread doesn't exist at all. :roll:
This isn't about class balance. Its about the focus of the game. Is it worth narrowing the focus of the classes and trying to weed out classes that are really npc or roleplay only? Is the value of those classes as a selected option enough to justify printing them?


I agree that the hatred of 4e on this board is a bit rabid, but 3ed really did try to simulate the world even if it failed. In 3ed I could make a wizard who didn't even do damage and was a positive contribution to the party. I could make characters whose schticks were something unrelated to combat.
That is true, you cannot make a 4th edition character that isn't good at some aspect of combat unless you pruposefully tank your primary stat. Although I don't understand why this is some badge of honor or something the game should shoot for. One thing that people complain about all the time in 3e is combat relevance. Its really easy to make a character whose supposed value is not combat related. However, why people who are planning on going and fighting dragons would associate with you is beyond me because they could probably get your skills AND a compotent sword wielder at the least. What did you do out of combat that was so amazing?
I was just now making a 4e character. I wanted to make the batman wizard who just supported the party and didn't do damage. I look at the supposedly controller wizard and quickly came to the conclusion that the controller class is a joke as far as being a support class. It's all about damage and that's it. 90% of his powers deal with taking out enemies by disabling them or dealing damage.
Wizards secondary role is striker, his powers do more damage than the other controlers by alot. Invoker is probably the class you would like. All its powers are about moving and pushing people around the battlefield and obstacles. In addition in 4th edition you can deal non leath damage as a choice on any attack.

Now, you are not a wizard but there is a class that does exactly what you want.
I don't think 4e is as bad as most people here seem to, but you have to admit is that it's a one trick pony and just does combat. Even if the other stuff does work decently it's overshadowed because the majority of making your character is centered around how they fight the opponent.
How does this not apply to 3e as well? The skill system is functionally Identical. With the right amount of time or money you can still pretty much magic your way around any skill check you want. The vast majority of 3rd edition powers were designed to be used in combat.

This is true of pretty much all rpgs. Go through the gurps book, most of the things you can select give you some sort of edge in fighitng. Shadowrun is the same, its jsut what are you going to fight with. Exalted very much so, for most of the exalts the LORE skill is a ranged attack power!!! NWOD OWOD all the powers do something that the place you will want it most is when fighitng for your life.

4e has the same amount of roleplaying rules as the last 3 editions of dnd.
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Post by souran »

FrankTrollman wrote:Why would I play 4e D&D over Mordheim or Necromunda?

The combat systems in those games are better and more interesting. The characters have deeper and more interesting "world" powers. I'm dead serious. Mordheim is a tactical miniatures game, and it is more of an RPG than 4e D&D.

-Username17
Neither of those games is a role playing game. I have game mastered those games but it means something totally different. They are not really comparable at all. You really think that the d6 wound chart once you are at 0 wounds is more interesting than 4th ed?

You realize that most of your characters in those games have no special moves or really anyting unique at all? They are really just there to carry their equipment?

There are games that if you wanted you have used in that comparison that would work.

Basically, its the Heroquest/Warhammer quest/Descent test. Is the game more fun to play than Warhammer Quest? Would you have a more enjoyable time playng Descent.
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Post by erik »

souran it is hard to take you seriously when you say crap like all 4e characters are good at combat and 4e has as many roleplaying rules as the other editions.

All you need to make a shitty 4e character is to draw their powers randomly (or worse, ignorantly).

And it is really hard to not break the fourth wall when you want to use you magical might to do some story effects and you are reminded that all your good shit is combat only. Furthermore your combat schticks are clearly intended to be used in small boxes. Pigeon holes are where essentially all 4e characters make their home.

4e is a miniature combat engine and very little beyond that. Story powers and world non-combat interactions are neglected afterthoughts in the scope
of the rules.
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Post by Kaelik »

souran wrote:However, considering that those are situations which are once a game, and things like attack rolls against increasingly powerful monsters are made hundreds of times I eventaully decided that making things like combat really good resulted in more sessions that were more fun.
Unstated Premise: 4e combat is better than 3e combat. Analysis: Wrong.
souran wrote:Wizards secondary role is striker, his powers do more damage than the other controlers by alot. Invoker is probably the class you would like. All its powers are about moving and pushing people around the battlefield and obstacles. In addition in 4th edition you can deal non leath damage as a choice on any attack.

Now, you are not a wizard but there is a class that does exactly what you want.
I'm pretty sure that Invoker would be equally as depressing as Wizard. See, "pushing people around" isn't exactly what I'd constitute as battlefield control. Oh sure, it's controlling one aspect of the battlefield on your turn, but a) It's a boring aspect, b) Your opponents just negate your work on their turn.
souran wrote:How does this not apply to 3e as well? The skill system is functionally Identical. With the right amount of time or money you can still pretty much magic your way around any skill check you want. The vast majority of 3rd edition powers were designed to be used in combat.


Well, let's see. I have a True fiend who makes elaborate dungeons in his spare time, I have Wizards who use real divinations, I have Druids who flood coastal cities. Yeah, those things are out of combat things that are fun and interesting.

For example: Level 4 PHB Wizard spells:
* Dimensional Anchor: Combat
* Fire Trap M: Non Combat, but crappy
* Globe of Invulnerability, Lesser: Combat
* Remove Curse: Non Combat, But related to combat
* Stoneskin M: Combat

Conj

* Black Tentacles: Combat
* Dimension Door: Non combat or Combat
* Minor Creation: Non Combat
* Secure Shelter: Non Combat
* Solid Fog: Combat
* Summon Monster IV: Non Combat or Combat

Div

* Arcane Eye: Non Combat
* Detect Scrying: Non Combat
* Locate Creature: Non Combat
* Scrying F: Non Combat

Ench

* Charm Monster: Combat or non Combat
* Confusion: Combat
* Crushing Despair: Combat
* Geas, Lesser: Non Combat

Evoc

* Fire Shield: Combat
* Ice Storm: Combat
* Resilient Sphere: Mostly Combat
* Shout: Combat
* Wall of Fire: Combat
* Wall of Ice: Mostly Combat

Illus

* Hallucinatory Terrain: Non Combat
* Illusory Wall: Non Combat or Combat
* Invisibility, Greater: Combat or non Combat
* Phantasmal Killer: Combat
* Rainbow Pattern: Sort of Combat
* Shadow Conjuration: Either one
That's 16 Non Combat oriented abilities and 20 Combat abilities.

Doesn't seem to be all about Combat to me.
souran wrote:4e has the same amount of roleplaying rules as the last 3 editions of dnd.
"Roleplaying Rules" don't matter. Rules about things you can use to roleplay do. Or more specifically, the fact that 90% of 3e stuff can't be done in 4e.
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