The Official "4e Critique and Rebuttal" Thread

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Zinegata
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Post by Zinegata »

Titanium Dragon wrote: That's true of 3.x as well. And 2nd edition. And first edition. And every other edition ever.
I already said that.
There's nothing about having the pottery skill that makes you a better roleplayer. Anyone who says otherwise is an idiot.
I didn't say that. I just said it didn't hurt.
Zinegata, I know you washed out on the WotC boards so came here, but seriously... you were an idiot there too.
Uh, nope. I left the WoTC boards because that way I could avoid having to meet assholes like you again.

But then you decided to come here and pick ridiculous fights, so I decided what the hell, might as well take pot shots and demonstrate just how stupid you are and how your modus operandi basically boils down to making strawman arguments and calling other people idiots to make yourself look better.

And quite unlike the WoTC boards, you don't have a posse here to bully people around.
Are you seriously suggesting that spending skill points on Brewing/Fletching didn't hinder anyone?
It depends. I see you completely ignored my statement about how you can avoid breaking the system by KNOWING the system.

If you're gonna pick Brewing over Hiding when you're a stab-in-the-dark rogue, of course it's gonna hurt you. But if you're gonna pick Brewing over something like say, Climb, it's not a huge consequence.

Most skills in 3.X ain't that great anyway. Picking one suboptimal over another ain't gonna mean much decrease in power level.
False. A system gets broken on the basis of its ability to break. A system which cannot be broken -le gasp- cannot be broken. And there are tons of such systems, though not in the form of RPGs.
Dude, you just said that a system can be broken by simply not following the rules of the system. Ergo, the game systems being discussed are ones where gamers CAN decide not to follow the system (i.e. RPGs have House Rules).

You're engaging in your standard Strawman bull shit tactics. We're talking about RPGs with Rule Zero, House Rules, and "That's an asinine rule. Our group won't follow it".

We're not talking about MTG Tournaments where attempting to go outside of the system gets you tossed out of the fucking tournament for being a cheat.

Get on topic or demonstrate yet again what a sleezy debater you are.
The real problem is that you don't understand something. Its known as English.

That's clearly not what I meant, and you should know that if you have half an ounce of literacy or sense.
Then you clearly don't know English, because that's what you said but now you claim it's not what you meant.
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Post by Titanium Dragon »

Zinegata wrote:Uh, nope. I left the WoTC boards because that way I could avoid having to meet assholes like you again.

But then you decided to come here and pick ridiculous fights, so I decided what the hell, might as well take pot shots and demonstrate just how stupid you are and how your modus operandi basically boils down to making strawman arguments and calling other people idiots to make yourself look better.
So, let me get this straight: you left the WotC boards in order to avoid me, and now you've started posting here explicitly to argue with me?

And you call me stupid?
And quite unlike the WoTC boards, you don't have a posse here to bully people around.
Ah yes, we're all secretly aligned against you.
It depends. I see you completely ignored my statement about how you can avoid breaking the system by KNOWING the system.
If the system is broken, it is broken.
If you're gonna pick Brewing over Hiding when you're a stab-in-the-dark rogue, of course it's gonna hurt you. But if you're gonna pick Brewing over something like say, Climb, it's not a huge consequence.
Only because climb is useless in 3.x too due to the prevalence of flight.
Dude, you just said that a system can be broken by simply not following the rules of the system. Ergo, the game systems being discussed are ones where gamers CAN decide not to follow the system (i.e. RPGs have House Rules).

You're engaging in your standard Strawman bull shit tactics. We're talking about RPGs with Rule Zero, House Rules, and "That's an asinine rule. Our group won't follow it".

We're not talking about MTG Tournaments where attempting to go outside of the system gets you tossed out of the fucking tournament for being a cheat.

Get on topic or demonstrate yet again what a sleezy debater you are.
I'm on topic. You just apparently don't want to understand what I'm saying, or cannot understand what I'm saying.
Then you clearly don't know English, because that's what you said but now you claim it's not what you meant.
Obviously you're unfamiliar with the basics of language.

Context matters, and statements are very seldom absolute.

If you don't understand those things, you're really not going to be able to make much sense out of what people say.
Last edited by Titanium Dragon on Tue Aug 25, 2009 9:14 am, edited 2 times in total.
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Post by Zinegata »

TD->

Nope. I'm saying you came here with the explicit desire to cause trouble. Hence I'm gonna point out what a big ass you are because I happen to like TGDMB without your presence polluting it.

Though, judging from the thread with the 4E sales numbers, you've done a fine job making an ass of yourself already.

Moreover, despite your attempts to insinuate that this is just a personal vendetta, the fact remains that the WoTC boards were frankly an extremely hostile environment for anyone with even the slightest dislike for 4E, even if they like the rest of the system. Largely because of people like you, and the posse known as the 4E Avengers. It's not about me. It's about calling assholes what they are.

Moreover, again, your modus operandi boils down to strawmen and changing the topic rather than manning up to the fact you're often wrong. For instance...
Only because climb is useless in 3.x too due to the prevalence of flight.
You stated SPECIFICALLY that Climb is USELESS. My entire point is Climb is as useless as Brewing, so taking one over the other doesn't really hurt anyone and it can let a roleplayer have his fun.

Yet rather than manning up to the fact that taking Brewing over Climb won't really hurt you, you instead take a cheap shot at 3.X

Again, Strawman. When you're losing, make the fight about something else. You're now making this about 3.X vs 4E, so you can hide behind the fireworks and claim "I'm not wrong".
Obviously you're unfamiliar with the basics of language.

Context matters, and statements are very seldom absolute.
Context matters. But what you consistently do is to abuse context. You keep changing the context in between arguments.

Just see the example above. It was about the power level effect of choosing Climb over Brewing. This is the ENTIRE context. Yet you sneakily tried to change the context into how crappy 3.X is because Fly trumps over all Climb checks.

Don't start using the "taken out of context" defense when you consistently try this sort of bullshit. You're never taken out of context because your context is whatever bloody well suits your argument even if you have to change it sixteen times in a debate.

This is sleazy and dishonest. And it's time it's called out.
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Post by Psychic Robot »

Its not at all ridiculous for there not to be a bow-wielding paladin option. Why should there be one? Seriously. In fact, it is ridiculous to expect that to be a possibility, because it is such a minor archetype.
This is the only point I'm going to respond to, since the rest of your rebuttals were "this is stupid."

The fact that the paladin cannot use a bow (competently) in 4e is a massive failure on behalf of the developers and it indicates the shoehorning that the system foists upon the players. In my current game, we have a bow paladin, and I've played with cleric archers. The fact that these characters cannot exist in 4e without being relegated to "useless RP characters" is ridiculous, and it's one of the reasons I am so adamantly against 4e.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:
Chamomile wrote:Ant, what do we do about Psychic Robot?
You do not seem to do anything.
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Post by tzor »

I reserve the right to disagree with PR on everything, but I do agree with him on the notion that 4E is “fragile.” Simply put as a universal truism, writers generally do not know and if they know how cannot “test” their own creations. Having made their own box it is hard to see outside of it.

In my short life with the video game industry I was always impressed by the “testers.” One of the most boring tests that a tester had to perform was to literally bang their characters heads against the walls, especially the corners, because vector graphics don’t always overlap. Having your character accidentally falling off of the game word isn’t good for game play.

Every intersection of game mechanics can have similar cracks where the system fails to cover the combination in a proper way. This becomes more common the more complex the system and D&D (like any other advanced system) is no exception. One of the problems of 4E is that people tested it by playing it in a preconceived manner. The implication that if you don’t play it in the exact same way as the initial testers you aren’t playing the game is a Gygaxian fallacy since the set of possible ways to play the game according to the rules is larger than the set of ways that were strictly tested by the testers.

There will always be two problems with 4E; the first is that every new major edition pissed people off because of deliberate omissions and changes in game play. Second edition pissed a lot of original AD&D players. Third edition pissed a lot of original 2E players. The other portion is that brand new mechanics were thrown in without proper full hit your head against all the corners play test and as a result people discovered they literally can hit the corner and fall off the map.
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Post by Draco_Argentum »

tzor wrote:I reserve the right to disagree with PR on everything, but I do agree with him on the notion that 4E is “fragile.”
Not to agree with either of you but you're completely correct. The devs tested in a certain way and published, unsuprisingly they missed everything outside of their playstyle.
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Post by Psychic Robot »

Mike Mearls wrote:Story time!

At one point in the design process, clerics did not have turn undead. It was one of a few channel divinity options they had.

In play, though, that didn't work out so well. The cleric player would either try to turn, and then find out that he didn't have that option, or the rest of the party would be surprised that the cleric couldn't turn undead. It was an instinctual reaction of sorts, one pretty much embedded in the collective D&D psyche.

So, it stayed in the game.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:
Chamomile wrote:Ant, what do we do about Psychic Robot?
You do not seem to do anything.
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Post by Psychic Robot »

EDIT: Double post.
Last edited by Psychic Robot on Thu Aug 27, 2009 6:01 am, edited 1 time in total.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:
Chamomile wrote:Ant, what do we do about Psychic Robot?
You do not seem to do anything.
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Post by RandomCasualty2 »

Titanium Dragon wrote: And why is this? Is this becaue they're all idiots?

No, its because its fun for things to work this way.

Moreover, hit points do not indicate that you can be stabbed in the jugular vein 30 times.
But we're trying to tell a story here, and Conan can't be both bleeding to death and fine in 5 minutes without the intervention of magic or anything.

I don't really have a problem with action movie healing where someone takes some minor wounds and is fine next scene. But if you get hit with a wound that's enough to drop you (and by the dying roll mechanic, kill you), you don't just spontaneously get better from that after a short rest without magic.

Or are we assuming everyone has Wolverine healing factor here?
No, there isn't. But the problem is you think this is bad, when it is actually good. Why is it good? Because the least fun part of D&D is when you're sitting there unable to do anything.
Maybe so, but this is a game of tactical combat, or at least it's supposed to be. And the healing system is tactically fucking boring. You always want to heal people who drop, like all the time. The tactics are boring, the story it creates is just nonsensically stupid.

I mean I understand that people are upset if they get dropped in one hit or due to one failed save, that's fine. I can understand removing save or dies. But at the point we're saying that no PC can ever get knocked out of a combat... we've gone too far.

Because this system leads to a bunch of bullshit, where monsters should really just focus fire CdG people who die, because it's the only way to actually take someone out of combat.
They're actually quite fun as-is. They don't actually have that many HP; they have 5x normal monster hp. Which is to say, the same amount of HP of a standard encounter with 5 monsters.
Only unfortunately, they're not nearly as tactically interesting as 5 monsters. They occupy one space, and they really don't do anything remarkable. So it's just fighting one big monster that takes fucking forever to kill. Really, that's not very fun.
Both help out the other, actually. Melee characters keep the monsters off the ranged characters, while the ranged characters can concentrate fire on the guys the melee characters are fighting better than melee characters can.
But the problem is that in 4E, there aren't fragile glass cannons you want to protect. Everyone, including the wizard, has a respectable AC and HP. So much so that you really want him up there taking some hits from time to time, because that actually helps your meleers when that happens.

The whole concept of 4E combat is to spread around the damage you take, so as not to have anyone actually drop.

And if you want to test this, set up a pair of two man parties. One with a mixed (one melee/ one ranged), the other with two ranged or two melee. The similar parties will do better. And this happens in larger parties too. It's just way more noticeable in a small one. If out of your 5 man group, you have a single fighter, and the rest are ranged... that fighter will get clobbered.

They're actually the worst groups because without ranged characters the melee folk have trouble concentrating damage and on turn denial and without melee characters the ranged characters end up taking a ton of extra damage in melee, which basically grants the enemies extra turns.
A melee group usually has marks to force its opponents to divide up who they attack, more so than the melee group really has to. So they get better focus fire than the enemy does.

Honestly, I just don't see how a ranged group would suffer. They have great focus fire, and none of the ranged classes are really all that vulnerable that they need protection. Even a wizard has respectable AC and HP in 4E, and the bow ranger is fucking awesome.

The thing is that 4E isn't 3.5 where you have glass cannon classes that need protection. There are no wizards with shit AC and 4 hit points. They just don't exist in 4E. Any wizard is going to have leather proficincy and +5 int, so 17 AC. Considering that's only 3 points worse than a paladin with full plate and a large shield, it's not like the wizard is that bad off, and he prevents just as much damage with the enemies he slows with ray of frost and whatever other bullshit attacks he tosses to slow them down, since they're at full power with a ranged group.

Really the only thing that screws a ranged group is some kind of tight quarters difficult terrain setup that prevents shifting.
Last edited by RandomCasualty2 on Wed Aug 26, 2009 8:54 am, edited 1 time in total.
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Post by MGuy »

Even in tight quarters their are a number of push and slide powers that would solve that problem.

I agree with RC by the way. As I have said before it has been my experience so far since I started 4e (when it was first released) that combat does not feel dangerous. This goes double if their is even one healer in the party. I have yet to ,even in "tough" encounters, feel that the party might lose.

Additionally I disagree with RC a little. I feel the secret to breaking all encounters is a group of strikers. Be they ranged or melee. If the group consists entirely of ball breakers then the BBEG is going down fast and the minions will be picked off soon after. Otherwise the best combination really is a single healer and a group of strikers. Again this is based on my experiences so far.
Last edited by MGuy on Wed Aug 26, 2009 9:22 am, edited 1 time in total.
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Post by tzor »

RandomCasualty2 wrote:But we're trying to tell a story here, and Conan can't be both bleeding to death and fine in 5 minutes without the intervention of magic or anything.
I call this the realism in a heroic game fallacy. Consider poor Conan, down to his 5 hit points. What does that mean really? Seriously what does that mean? From the very beginning Hit Points have always been a “heroic” fuzzy logic. Higher levels and higher hit points do not mean that the person can fight with more arrows stuck in his arms and legs. Once you break the wall between “vague mechanic” and “ultra realistic descriptions” you open the portal to paradox and inconsistencies.

Once you return to the land of heroic fuzzy logic then anything is possible because you haven’t constrained yourself with the specific nature of the injuries suffered up to that point. At that point, from a completely story telling point of view you can hand wave a plethora of tales for a healing surge, a second wind, a burst of adrenaline, etc. Or you could just chalk it up to the fact that he is a damn hero and that’s what heroes do.

A key element of role playing within a role playing game is that the level of detail of the role playing should be the same as the level of detail of the rules of the role playing game, within a certain flexible margin. This way suspension of disbelief is maintained equally by both sides of the equation and you don’t get into situations where one side has “assumed” something that is not implied by the other side.
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Post by schpeelah »

RandomCasualty2 wrote:
But we're trying to tell a story here, and Conan can't be both bleeding to death and fine in 5 minutes without the intervention of magic or anything.

I call this the realism in a heroic game fallacy. Consider poor Conan, down to his 5 hit points.
We are discussing Conan down to -12 after bleeding for a full minute with his player knowing that had he rolled below 11 his character would have died. But he rolled a 20, Conan springs up kills the monster, sits down for 5 minutes and is as good as new. Yes the positive HP are fuzzy, but the distinction between positive and negative has never been.
In 4e however, you cannot describe the final blow as a fatal wound until after the character has died, b/c before that there is still a possibility that they heal themselves completly under their own power even if they have always been described as completly nonmagical characters.
Last edited by schpeelah on Wed Aug 26, 2009 3:07 pm, edited 1 time in total.
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Post by mean_liar »

That shouldn't really be a big deal - if they can come back, they're treated as alive until such time that they no longer are. Call them "clobbered" if it helps.

Yes, it means that no one that can make a Dying check is ever decapitated in one blow but of all the things to complain about in a heroic fantasy game the big comeback should not be one of them. Go back to Paladins and Bows to find something worth berating.
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Post by Lago PARANOIA »

I'm honestly surprised that people have had experiences of people repeatedly coming back from the dead, especially at low levels.

Low-level encounters are more difficult than high-level ones. People don't use healing-surge activation powers when someone is less than 0 hp; it's a waste of a power and healing surge to wait until then. But you only get two in an encounter; at level 4 that can seriously be like 20 to 40 extra hit points in the tank. Three hobgoblins wailing on you can get rid of that in one round.

And this is before we get into the issue of asshole monsters like chuuls or ghouls or needlefang drakes or rotswarm scarabs or goblin hexers or black dragons or...

I've found that the 'sweet spot' of 4E gaming is around levels 9 to 16, when you have enough hit points and resources to survive encounters but you have enough hit points to survive even the asshole monsters. And of course before certain builds start to completely pull away from each other--exceptions abound of course like the ranger, blaster wizard, and orbizard wizard but c'est la vie.
Last edited by Lago PARANOIA on Wed Aug 26, 2009 4:42 pm, edited 1 time in total.
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Post by Lago PARANOIA »

Have you cats been trolling around 1d4chan?

http://1d4chan.org/wiki/Dungeons_&_Drag ... #Criticism
# Fragile system: play like the devs or break the game.
# The Mongol dilemma--soldiers on horseback can defeat a number of the game's monsters by virtue of the monsters not having decent ranged attacks.
# Giving a flying monster a bow breaks the game.
# Exception-based design wanking, plus shit like the four different "evil eye" variations. Includes ability interaction and "How the hell do I adjudicate this?"
# Everyone playing the same class is generally superior to everyone playing a different class.
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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 Doom »

Hey, just went there and added my own. ;)
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Post by Previn »

Lago PARANOIA wrote:Have you cats been trolling around 1d4chan?

http://1d4chan.org/wiki/Dungeons_&_Drag ... #Criticism
# Fragile system: play like the devs or break the game.
# The Mongol dilemma--soldiers on horseback can defeat a number of the game's monsters by virtue of the monsters not having decent ranged attacks.
# Giving a flying monster a bow breaks the game.
# Exception-based design wanking, plus shit like the four different "evil eye" variations. Includes ability interaction and "How the hell do I adjudicate this?"
# Everyone playing the same class is generally superior to everyone playing a different class.
Don't lie to me, suckas, or I'll know.
I think it would do a lot to advance the cause if phrases like "Exception-based design wanking" and "RNG-sodomizing powers" were made to sound more intelligent and thought out than a 12 year throwing a hissy fit.
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Post by Lago PARANOIA »

Okay, I am not one of those people who think that every idea that 4th Edition had was bad.

Some of these ideas are preference/perspective issues, like the single-classing or WoWing of powers.

Most of the time I hate on 4th Edition is because they had a good idea or at least a value-neutral idea and then they cock it up. For example: Rituals. Could've been a great idea, since it replicates a lot of what happens in fantasy. But we know what happened. Or making powers the base of the combat engine. Also could've been a great idea. But we know about the Five Moves of Doom problem and the variety problem. Or putting everyone on the same action economy. But we know that they didn't and that's what makes rangers and wizards own your face off. Or role protection. But we know that they don't actually have role protection so the roles are just straightjackets for character creation and party building without the advantage of ensuring screen time. Or increasing the relevance of race selection. But what we know is that this locks races out of certain builds rather than increasing diversity within builds. So on.

Hate the messenger, not the message.
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 Zinegata »

Lago PARANOIA wrote:Okay, I am not one of those people who think that every idea that 4th Edition had was bad.

Some of these ideas are preference/perspective issues, like the single-classing or WoWing of powers.

Most of the time I hate on 4th Edition is because they had a good idea or at least a value-neutral idea and then they cock it up. For example: Rituals. Could've been a great idea, since it replicates a lot of what happens in fantasy. But we know what happened. Or making powers the base of the combat engine. Also could've been a great idea. But we know about the Five Moves of Doom problem and the variety problem. Or putting everyone on the same action economy. But we know that they didn't and that's what makes rangers and wizards own your face off. Or role protection. But we know that they don't actually have role protection so the roles are just straightjackets for character creation and party building without the advantage of ensuring screen time. Or increasing the relevance of race selection. But what we know is that this locks races out of certain builds rather than increasing diversity within builds. So on.

Hate the messenger, not the message.
Honestly, the thing I've disliked the most about 4E as a whole (its design, its marketing) was its extreme "Our way or the highway" approach.

Say what you want about Monte Cook, but at least he manned up to some of the problems in the old 3rd Edition and acknowledged that design choices added in some regards, and took away in some regards.

In contrast, 4E likes to claim it's the greatest thing since sliced bread in all aspects even when some aspects of the design clearly don't bloody work. It's dishonest. It's stupid. It's divisive. And it goes a heck of a long way to making me want to NOT buy 4E at all based on this principle alone rather than because of any actual merits of the system.
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Post by Titanium Dragon »

But we're trying to tell a story here, and Conan can't be both bleeding to death and fine in 5 minutes without the intervention of magic or anything.

I don't really have a problem with action movie healing where someone takes some minor wounds and is fine next scene. But if you get hit with a wound that's enough to drop you (and by the dying roll mechanic, kill you), you don't just spontaneously get better from that after a short rest without magic.

Or are we assuming everyone has Wolverine healing factor here?
Thing is, you don't get spontaneously better. You're catching your breath, binding your wounds, ect. during that short rest.

It is action movie healing, more or less - even without magic, an action hero can take damage in one scene, then move around only with a slight limp (if that) in the next, especially if he's wrapped a bandage around the wound.

The other thing is that there's a bit of narrative laxity here - you may not have been as badly injured as it looked at first. A bit of retroactive continuity, if you will, but only over the short term. It looked like you got run through, but rather they missed and sliced through the flesh on your side - it hurts, and it knocked the breath out of you, but when you got yelled at you rose to your feet, demonstrating that the wound was not fatal.
Maybe so, but this is a game of tactical combat, or at least it's supposed to be. And the healing system is tactically fucking boring. You always want to heal people who drop, like all the time. The tactics are boring, the story it creates is just nonsensically stupid.
Yes, you do want to heal people who drop, like all the time, and that's a good thing because the optimal way to play the game is also the most enjoyable way to play the game.
I mean I understand that people are upset if they get dropped in one hit or due to one failed save, that's fine. I can understand removing save or dies. But at the point we're saying that no PC can ever get knocked out of a combat... we've gone too far.
Having played 4th edition, I can tell you that PCs do, in fact, get knocked out of combat. Its just that you only get knocked out of combat a number of rounds into the combat, rather than quickly. You only see people downed once the party runs out of healing.
Because this system leads to a bunch of bullshit, where monsters should really just focus fire CdG people who die, because it's the only way to actually take someone out of combat.
Its actually seldom worth doing because you have to do so much damage to them. If you are fighting a 100 hp character, you have to reduce him 50 hp below his bloodied value, which is very difficult for most monsters to do in a single round - and if you fail to finish him, then you've wasted all that damage. As monsters typically only maximize their damage on criticals, this acts to discourage CdGs.

I thought the same thing at first but, in practice, it is seldom worth CdGing unconscious PCs.
Only unfortunately, they're not nearly as tactically interesting as 5 monsters. They occupy one space, and they really don't do anything remarkable. So it's just fighting one big monster that takes fucking forever to kill. Really, that's not very fun.
This is only true of the badly designed solo monsters. The well designed ones are interesting to fight against.
But the problem is that in 4E, there aren't fragile glass cannons you want to protect. Everyone, including the wizard, has a respectable AC and HP. So much so that you really want him up there taking some hits from time to time, because that actually helps your meleers when that happens.
There's a huge difference between wizard HP and fighter HP. In my current party, the Wizard has 74 hp to the Fighter's 128, and the fighter's healing surges are further aided by Dwarven Durability, adding an additional +5 to them. So not only is there a 54 hp difference in total HP, but the wizard has a healing surge value of 18 as compared to the dwarven fighter's 37 - which is to say that the dwarf heals more than twice as much per healing surge spent on healing him than the wizard, which means that, until you're out of healing surge granters, you want the dwarf to take damage because it can be healed up for much less of the party's in-combat healing surge granters. Sure, once the dwarf is on his last legs, maybe its good for the wizard to get in there... but many ranged characters are quite bad in melee (most don't have Thunderwave), which means that getting into melee is still usually a bad idea.
Honestly, I just don't see how a ranged group would suffer. They have great focus fire, and none of the ranged classes are really all that vulnerable that they need protection. Even a wizard has respectable AC and HP in 4E, and the bow ranger is fucking awesome.
It really isn't that good. Their defenses are somewhat worse, but it is in HP that they really get screwed - its not just your maximum hp, but also your healing surge value. It also hurts that, without a defender, you cannot force them to focus on the "best" character in terms of soaking up damage, and instead they'll focus on the character least capable of soaking up the abuse or of getting away. Moreover, if the monsters flank a lot of these characters, they not only get attacked, but a simple shift can't get them out of opportunity attack range.
Mask_De_H
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Post by Mask_De_H »

Lago PARANOIA wrote:Have you cats been trolling around 1d4chan?

http://1d4chan.org/wiki/Dungeons_&_Drag ... #Criticism
# Fragile system: play like the devs or break the game.
# The Mongol dilemma--soldiers on horseback can defeat a number of the game's monsters by virtue of the monsters not having decent ranged attacks.
# Giving a flying monster a bow breaks the game.
# Exception-based design wanking, plus shit like the four different "evil eye" variations. Includes ability interaction and "How the hell do I adjudicate this?"
# Everyone playing the same class is generally superior to everyone playing a different class.
Don't lie to me, suckas, or I'll know.
I remember people saying these things on TGD, almost word for word in various 4e threads, even RNG-sodomy and Exception based design wanking. Blame the covert 4channers among us.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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tzor
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Post by tzor »

Previn wrote:I think it would do a lot to advance the cause if phrases like "Exception-based design wanking" and "RNG-sodomizing powers" were made to sound more intelligent and thought out than a 12 year throwing a hissy fit.
Why? I always thought that KISS was the best method for getting a point across.

Frankly "Exception-based design wanking" is institutively obvious to a casual gamer:
“Exception-based” the notion of adding a series of rules that violates the underlying rules.
“Wanking” doing something only for the sheer emotional joy of the process, not because it’s actually doing something useful.

Sometimes, you do an injustice in calling a pile of bullshit “male bovine excretions.”
RandomCasualty2
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Post by RandomCasualty2 »

Titanium Dragon wrote: The other thing is that there's a bit of narrative laxity here - you may not have been as badly injured as it looked at first. A bit of retroactive continuity, if you will, but only over the short term. It looked like you got run through, but rather they missed and sliced through the flesh on your side - it hurts, and it knocked the breath out of you, but when you got yelled at you rose to your feet, demonstrating that the wound was not fatal.
Yeah, I find the Schroedinger's injury to be very annoying from a storytelling standpoint.

Considering that PCs are supposed to treat it as both lethal and nonlethal at the same time. In fact, a character may use the heal skill to stabilize you so that you're not dying anymore, but doing that doens't actually make it so you were bandaged. It simply means that you were never dying in the first place, because the wound has to be something healable.
Yes, you do want to heal people who drop, like all the time, and that's a good thing because the optimal way to play the game is also the most enjoyable way to play the game.
But it also creates excitement when people drop. Granted you don't want PCs to ever die, but you want them to drop sometimes. The problem I have with 4E is that the fights just aren't as exciting. I mean, even a lucky monster crit that drops you just isn't a big deal.

Having played 4th edition, I can tell you that PCs do, in fact, get knocked out of combat. Its just that you only get knocked out of combat a number of rounds into the combat, rather than quickly. You only see people downed once the party runs out of healing.
This might be true in a party with only one healer, but generally the groups I've seen tend to whore healing. At least two leaders, and people end up taking multiclass feats to get healing classes, like cleric and so on.

Combat healing is ridiculously overpowered, and people know it. And to make matters worse it isn't tactical at all. It might be an okay thing if combat healing required touch and took a move action. Then you'd have monsters trying to bull rush the cleric out of healing range so he has to give up his standard to move and heal in the same round. Then there might actually be some reasonable tactical counters that monsters can use.

But being that its' a minor action and works at range (literally across the entire battlefield at paragon/epic), there's just no way to stop it. And that's everything that's wrong with the 4E grind fest.
Its actually seldom worth doing because you have to do so much damage to them. If you are fighting a 100 hp character, you have to reduce him 50 hp below his bloodied value, which is very difficult for most monsters to do in a single round - and if you fail to finish him, then you've wasted all that damage. As monsters typically only maximize their damage on criticals, this acts to discourage CdGs.
Yeah, basically it entails having all the monsters pile on the downed guy to finish him off, usually with delayed actions.

While it's true that if you fail, it's a total waste, it's really the only monster tactic that's going to matter most of the time, since if you want to win battles, taking people out of combat is essential.

I mean 4E has no wound penalties. Possibly if bloodying someone made it so they deal half damage or something, then you create a game where it's good to spread your damage around.

But literally if you can't remove someone from combat, then throwing out damage is completely useless, because damage doesn't cause any kind of debilitating effect until it takes people to 0.

This is only true of the badly designed solo monsters. The well designed ones are interesting to fight against.
Name a well designed one. Honestly all the ones I've seen have ass loads of HP and the fight just entails a few abilities getting spammed over and over again.
There's a huge difference between wizard HP and fighter HP. In my current party, the Wizard has 74 hp to the Fighter's 128, and the fighter's healing surges are further aided by Dwarven Durability, adding an additional +5 to them. So not only is there a 54 hp difference in total HP, but the wizard has a healing surge value of 18 as compared to the dwarven fighter's 37 - which is to say that the dwarf heals more than twice as much per healing surge spent on healing him than the wizard, which means that, until you're out of healing surge granters, you want the dwarf to take damage because it can be healed up for much less of the party's in-combat healing surge granters. Sure, once the dwarf is on his last legs, maybe its good for the wizard to get in there... but many ranged characters are quite bad in melee (most don't have Thunderwave), which means that getting into melee is still usually a bad idea.
Yeah, but what I'm saying is that the wizard probably negates a few hits by using his ray of frost in an all ranged party, since the monsters don't reach him. Which is going to make the HP difference matter a whole lot less.
Last edited by RandomCasualty2 on Thu Aug 27, 2009 5:43 pm, edited 1 time in total.
schpeelah
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Post by schpeelah »

I was thinking about what makes 4e healing resemble cartoons and not action films. What if a character that has been knocked unconscious gets his 25% HP and stays there? Maybe get healed to 50% with healing abilities, but no further until after an extended period of recovery. Relatively simple change with not so much immediate effect, but would reduce versimilitude breaking, at least to me. Theoretically encourages 15-minute workday, but if you can leave a place and return a week later w/ no loss of progress, you are going to take your friggin time anyway.
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Previn
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Post by Previn »

tzor wrote:
Previn wrote:I think it would do a lot to advance the cause if phrases like "Exception-based design wanking" and "RNG-sodomizing powers" were made to sound more intelligent and thought out than a 12 year throwing a hissy fit.
Why? I always thought that KISS was the best method for getting a point across.

Frankly "Exception-based design wanking" is institutively obvious to a casual gamer:
“Exception-based” the notion of adding a series of rules that violates the underlying rules.
“Wanking” doing something only for the sheer emotional joy of the process, not because it’s actually doing something useful.

Sometimes, you do an injustice in calling a pile of bullshit “male bovine excretions.”
KISS is a great method, insulting people and cussing like a child is not.

"Exception based design for it's own sake" or "RNG-powers that exceed the RNG range" works just as well, if not better, or a hundred other variations that don't make you seem less intelligent, and don't outright insult those you're trying to persuade.
Last edited by Previn on Thu Aug 27, 2009 6:55 pm, edited 1 time in total.
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