[In hindsight, this post is overly long; but whatever, i wrote it hours ago, and got interrupted doing something else.]
AlexandraErin wrote:You guys like math.
Here's math:
You guys get more TPKs than are normal and take longer to win the fights that you do win. That's a simple greater than-less than situation.
Explain to me how it is that you don't suck at playing 4E.
Now explain to me how this is the system's problem.
Playing rules as written, with minimal use of DM Fiat and often no use of it inside combat, other groups do better than you. They survive more often. They end battles faster.
The problem's not with the system.
Give me average 10 fights for 4e and tell me how long they take to fight out.
Nothing crazy, just the "stock" 4E team, better still, use the 1st level character sheets that are on the WoTC site
http://www.wizards.com/default.asp?x=dn ... ctersheets
Show me how well a 4 person party does against the pre-generated adventrure:
http://www.wizards.com/default.asp?x=dnd/duarch/adp
None of this "customized encounters to the party" bullshit. Since that is what it is, it's
contrived bullshit.
I've seen that tons, it's contrived as fuck, and looks and feels contrived as well. It also means that
you as a GM are a shitty person without creativity.
If
you can't figure out how to explain a "random" fight off of the random encounters table, then you have no fucking business being a GM of any kind. You're just a coddling and ultimately
useless human being who wishes to coddle, and not
challenge their players.
If the player's characters cannot face, survive or otherwise defeat the encounters that are "possible" within the system and within their power-range (CR's ranging from 5 levels
higher than the party level all the way to 8 levels lower the Party level), then the system
also has no fucking business existing. Yes, seriously, 5 levels higher. Anything less and you're a coddling waste of a an eager egg and a fast sperm. That's a boss fight. Players should expect to face one really hard (nearly lethal) fight every level.
Anything less and it's hobo-hour at the local dungeon.
Races of War, and Dungenomicon were both written because the 3.5 PHB had classes that had no business in existing. These classes were for the most part what we called "non-spell casters"; with only Wizard, Cleric, Druid, Rogue and Ranger being considered somewhat 'balanced'.
Every other class was a piece of shit.
The problem with 4E, is that almost
every class is in the POS category to one degree or an other.
AlexandraErin wrote:
Though two minions isn't a threat to the party's Barbarian, with recuperating strike, but I don't leave her with just two for long. If everybody in the party was a Barbarian with recuperating strike, or could otherwise re-invigorate themselves every turn, I wouldn't use this tactic. That different tactics work differently with different parties doesn't mean the system is broken. It means that characters have differing abilities.
Wrong. Wrong. Wrong.
Characters must individually have a diverse enough portfolio of powers to deal with anything that they face at any level. Remember, at the core, every character is an
adventurer.
Adventurers are
more than a rigidly defined set of numbers, and usually a lot more than their character sheet. Usually, the character sheet only
hints at what sort of level of power a character really has.
In the hands of a player with excellent tactical and strategic ability; a character is a living maelstorm of death, able to detect and defeat traps of all kinds, able to heal their entire party from the brink of death, able to remove nearly any type of status effect (from Nausea to Ability Drain to Death); as well as be durable and tough enough to withstand as much combat and spell-caster attention as the whole party might have to face at once.
Yes, I seriously build characters that are quad-threats, it's actually
not that hard to make a non-caster that is a quad-threat (Deeps; Traps; Heels; Magics). I think that it's actually the
standard that any character should eventually be. Anything else is a wandering hobo doing
amateur hour at the local dungeon.
4E steps away from this idea that characters are able to be capable, and now turns each character class into some sort of limited option "toolshed". The problem is that each individual toolshed is actually very limited.
These 4E classes are a "toolshed" with a
only a screwdriver, hammer, saw and wrench [re-usable At-Wills]; with a three Power Tools that run off of a single battery [Encounter Powers]; and one or two big tools, like a Bandsaw or a Drillpress [Daily Powers].
That's cool, but it's a very much
lacking Toolshed. It's missing files, a mix of saws, more than one type of screwdriver (and in different sizes); sanding tools; a mix of power tools; and a proper toolshop will have more than just a bandsaw and a drillpress; there's Lathes, tablesaws, scrollsaws, and even triphammers that can all find their place in a toolshop.
With a limited range of tools, the game itself is also equally limited.
The truth is, it's not that we are not reading the rules for 4E. It's that you sound like you're slumming on trash mobs. That's why you don't see any problems. It's that
you are playing the game on
easy-mode. While we are looking at every monster compared to every character.
We're not matching up ideal matches for every PC class, we're instead matching the "normal" PCs that the designers expect us to play, and matching them up against the monsters in the books. It's not good.
However, when you're slumming, any game seems "fine."