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RandomCasualty2
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Post by RandomCasualty2 »

Voss wrote: Well, no. Gods in Conan's world get a bit mysterious. There are gods like Mitra that are pretty much non-present real-world-style gods (unapproachable, unknowable and noninteractive), then there are the other gods, which are largely daemonic or otherworldly entities that have worshippers or else they eat people. But its really, really rare that they threaten more than anyone in the general vicinity and very rarely, a city. And the source material makes it pretty clear that if more people were awesome barbarians (like conan) instead of weak, decadent city people (or black) they could kill these sort of demon gods as well. But they aren't really world spanning threats.
In Conan the Destroyer they pretty much described it as a world threatening effect. The wizard even translated "Death to the world" from the inscription about the god they were trying to resurrect.
And aside from taking Frodo for a walk, Aragon wasn't involved in it. For the brief period he was involved in the main quest, Aragon drove off wraiths with fire, ran from wraiths, made a heal check, fought some orcs, ran from a balrog, ran from more orcs, and then fought some more orcs while losing the object of the quest and getting stuck on the sideboard. Thats seriously the sum total of his participation in the world spanning feat that was 'walking into Mordor and dropping the ring in some fire.'
Arguably, he was necessary to draw Saurons' attention away from Mt.Doom and to him. And anyway, he was involved in this epic quest that saved the world, even if he didn't actually do the ring dropping himself.

If the main definitions of paragon and epic are only the scope of "world spanning", then LotR and some of Conan's adventures definitely quality.

Also, Elric pretty much qualifies too, and really I can't remember him having much in the way of noncombat abilities. He was basically a 4E ritual caster with a really powerful artifact sword. And while he killed gods and terrible monsters, he really didn't do anything all that remarkable out of combat. Elric is pretty much how I see the iconic 4E epic character.
Last edited by RandomCasualty2 on Wed Aug 19, 2009 8:14 pm, edited 1 time in total.
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Post by Username17 »

RC2 wrote:Also, Elric pretty much qualifies too, and really I can't remember him having much in the way of noncombat abilities.
What the fuck?
Elric's fucking wikipedia entry wrote:Elric is able to call for aid upon the traditional patron of the Melniboné emperors, Arioch, a Lord of Chaos and Duke of Hell. From the first story onwards, Elric is shown using ancient pacts and agreements with not only Arioch but various other beings - some gods, some demons - to assist him in accomplishing his tasks.
Shut your lying whore of a mouth. Elric changes landscapes, commands demon armies, and move continents to different realms of existence.

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RandomCasualty2
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Post by RandomCasualty2 »

FrankTrollman wrote: Shut your lying whore of a mouth. Elric changes landscapes, commands demon armies, and move continents to different realms of existence.
He summons stuff he can't control via a few rituals. It's not like he can actually tell Arioch what to do. It's more just doing a sending spell.
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Post by virgil »

I'm in agreement with Frank here. He's made an entire fleet travel as fast as the fastest ships, enshrouded said fleet w/impenetrable mist, traveled to other planes, controlled the weather, buffed a quadrapalegic into an exceptionally strong warrior, etc. Then there's the more unreliable stuff that's based on summoning that can burn down a city or consume an army. Get your head out of your butt and accept that Elric is more than Conan with a shinier sword; he is someone who is very capable outside of combat.
Last edited by virgil on Wed Aug 19, 2009 9:52 pm, edited 1 time in total.
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RandomCasualty2
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Post by RandomCasualty2 »

virgileso wrote:I'm in agreement with Frank here. He's made an entire fleet travel as fast as the fastest ships, enshrouded said fleet w/impenetrable mist, traveled to other planes, controlled the weather, buffed a quadrapalegic into an exceptionally strong warrior, etc. Then there's the more unreliable stuff that's based on summoning that can burn down a city or consume an army. Get your head out of your butt and accept that Elric is more than Conan with a shinier sword.
He's not conan, he's a 4E epic warrior with ritual casting. Basically all the shit that he does can generally be handled by rituals for the most part.
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Post by Orca »

A similar mechanism to 4E rituals perhaps, but a totally different content.
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Post by MGuy »

I'm in agreement with the others. I like rituals don't get me wrong but they are a bit lacking. I'd keep the mechanic but improve on it before I say it could pull off some of the stuff Elric did.
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Post by erik »

RandomCasualty2 wrote: He's not conan, he's a 4E epic warrior with ritual casting. Basically all the shit that he does can generally be handled by rituals for the most part.
I invite you to read the manga or watch some shows of Full Metal Alchemist since you clearly have not done so yet.

Elric does crazy crap all the time on the fly. Not just some slow rituals that could not possibly used during combat rounds.

I applaud 4e for attempting to grant magic coolness to all classes but you cannot honestly try and drag all spontaneous magic under the umbrella of rituals.
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Post by Titanium Dragon »

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.
So you're saying 3.x was supposed to be 99% combat? Seriously?

4th edition -actually has a non-combat resolution system which is designed to involve the whole party-. 3.x? Not so much.

Its not meant to be "95%" combat, and skill challenges are the least shitty tacked-on noncombat system D&D has ever had.
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.
Thing is, not really. LG guards aren't necessarily going to allow that sort of thing, nor will evil people necessarily prevent it. Remember, being evil doesn't make you a babyeater.

And if that conversation is the only thing you thought of, obviously the problem lies in your lack of imagination or creativity.

Some possibilities for a bluff check:

1) Distracting the guard with chatter so they forget to check the cake for files or similar.
2) Bluffing that their superior officer/politician/important merchant wanted this done/gave them permission.
3) Making the cake out of some disgusting material that the guards wouldn't eat, but convincing them that the friend would enjoy it (kills two birds with one stone)
4) Bring multiple food items and let the guards pick which ones they want (to both bribe them and also trick them into not checking them for files, as if they got their pick, obviously you aren't hiding food it it!) but via various psychological manipulations/sleight of hand not give them the one with the file in it.

Also, if you thought the guards would eat the cake rather than deliver it, maybe you'd put a knockout poison in it instead, and your bluff checks would basically be to manipulate the guards into eating the cake themselves while seeming like you wanted it delivered to your friend.
I'm just going to leave this here.
Are you seriously disagreeing with "not everything requires a die roll"?

If so, then you are wrong. See also: 2nd edition DMG, 3rd edition DMG, 3.5 edition DMG, 4th edition DMG...
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.
WotC purchased TSR in 1997. Hasbro bought WotC in 1999. So, unless Hasbro also has a time machine stowed away somewhere, your entire conspiracy theory is shot to shit.

Seriously. We landed on the Moon, too, FYI.
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*
No, actually, that's not how they did it, because they are not morons.

Turns out, people who subscribe to Dragon Magazine? NOT representative of their audience.

They sent out a survey to 65,000 people to sample the population. They then did a follow up survey with a thousand representative respondants from the initial survey.

I'd ask if you knew anything about market research, but it is pretty obvious you don't.
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.
Half of it, actually.
Besides, if you're not willing to put time and effort into the game, maybe you should go play an MMO.
If you aren't willing to make an intelligent argument, maybe you should go play an MMO.
Ah yes, so much better than making the grapple rules easier to use and useful...
Yes, actually.
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.
Okay, you are wrong. D&D is not for everyone, including women who are pregnant or might become pregnant. Check with your doctor if you have liver problems before taking...

Oh, right. But seriously, it isn't for everyone. Its not supposed to be. If you think it is, then you are, simply put, wrong. This is true of pretty much every product; indeed, I can't think of any product whose target audience is "everyone". I mean, you'd LIKE for everyone to purchase your product, but in this world, that's not how things work. Different people have different wants and needs, and by satisfying some you are going to dissatisfy others. This is a fundamental part of marketing, something you obviously don't understand.
'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...
Actually, that's the underlying basis of Dungeons & Dragons - a wargame where you control only a single character.

I thought this was well understood as the inpsiration for the game in the first place.
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.
No. Its why no class needs some way of putting together an army. This is Dungeons & Dragons, not Chainmail.
I'm not sure whether to laugh my ass off or cry because you seem to actually believe this...
Given other people agree with me, and you seem to think Hasbro are a bunch of time-travelling capitalist genies, I'm going to go with the people who agree that this is the case.
and yet you seem to think skill checks are actually useful... Either you're a pathological liar, or seriously disturbed...
They are useful for some things. They are far from optimal as they can break in half if someone bothers.
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!"
... which is exactly the same in both editions, and is, in fact, handwavium? There's no mechanic for how you control trade or what exactly that means.
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)
Which still doesn't solve the other problem - that of turns taking forever.
no, it's not a reasonable way of doing it, you might as well give rangers polymorph.
There is a class which has the ability to shapechange, though you can't really do anything useful with it without expending powers.

Having two bodies around is different from having one changing body.
Actually, combat's getting better in computer games, look at Kingdom Hearts 2 and the God of War series.
You can make interesting monsters, but I would not really cite those games for it. Devil May Cry was far better (if harder). Of course, I actually like a challenge in my games, rather than "I'll play this on the highest difficulty to start out with and it is still easy".

Not that I expect people to actually cater THAT much to me, as I'm far better than the average gamer (in terms of pick-up talent), which means that I'm beyond their target. But when games include multiple difficulty levels and the highest is still too easy, I wonder what the point is - isn't the idea so that people like me can still play their game and enjoy it, as well as adding replay value as the weaker player gets better at it?
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.
Sure. Or you could use a ritual. And hiring thugs isn't always a possibility when you're in a dungeon/ruins/wherever you've managed to put yourself.
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.
I'm sorry... you obviously missed the part where 3.x did the exact same thing, but shittier.

You notice how Complete Warrior, Complete Arcane, Complete Divine, ect. all had classes in their front, new feats in them, new spells, ect? So... what's the difference between putting the new classes in a new PHB, and putting new options for the classes which previously existed (as well as a few new ones) in a X Power book?

I'm sorry, but the idea that this is some sort of terribly novel thing is simply wrong. WotC has been doing this shit for years, and TSR did the same thing. They simply rearranged how they were doing it. Now the PHBs have clases in them, and the class splatbooks are actually -class splatbooks- (well, more multiple class splatbooks, but that has always been the case).

You didn't ever realize they were doing it before because you weren't paying attention, and now that you can actually understand what's going on you think it is some sort of fundamental change.
Here's a link to an article which summarizes that "market research" that was done a decade ago by WotC, which the previous poster was probably thinking of.

http://www.theescapist.com/WotCsummary1.htm

The problem with the article is that it is missing a lot of details, which makes it difficult to verify whether the study was done properly or not. There's also no easy way to authenticate many of the numbers presented.
They've done at least one more such survey since then, but the results are not public knowledge.

And as for it being missing a lot of details, its missing them because WotC paid to get that information. The way to verify the numers would obviously be to do the market research, which is, you know, the entire POINT of doing market research.
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.
Its funny because it is true.
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.
Skills, rituals, some powers have non-combat applications.

"But I thought you said that skills are worthless! Ha! You're a hypocrite!"

I thought I also said 3.x sucked. So you're saying that's true as well?

It is true. The skills are irreparably broken. They are less broken than 3.x's, however.
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.
And this is perfectly fine. But D&D was never really meant to cater to him in the first place.

Its not that I don't understand why he's upset; he's upset because he feels that he has been excluded from the audience of the game. The trouble is that he was never meant to be a part of that audience in the first place, and that his desire for the game is at odds with those of other people. As those other people are more numerous, its very likely he will not be catered to by a product aimed at them because he isn't important enough as a demographic.

I understand this pain. I'm a guy who plays video games, and I sometimes feel the same way because I am very good at video games, and most video games are designed so that their target audience can beat them. Sadly, this makes a lot of games hopelessly easy for me, even on "hard" mode, such as the aforementioned Kingdom Hearts games. And games which aren't hopelessly easy for me, such as Devil May Cry, get complained about for being too difficult. I beat Cerebus in DMC 3. A lot of people couldn't because they simply were not good enough at the game.

Now, this isn't to say that these companies are necessarily wise for neglecting me; in some cases (such as the original Devil May Cry) they can make differences in difficulty which allow both the unskilled player and myself to be satisfied. If they screw up, as in DMC 3, I'm happy but the average player gets controller-snappingly frustrated. So its more important for them to get the normal difficulty right.

And that's just DIFFICULTY. What he wants is an entirely different gameplay experience, like turning DMC into a FPS or a JRPG. There's nothing wrong with an FPS, but that doesn't mean that every game will be one, because there are other audiences. Perhaps a more appropriate example would be an Adventure game, which is a far more niche genre than an action game like Devil May Cry - if a company wants to sell a million units, they're probably going to make an action game, not an adventure game. It sucks, too.
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.
You can make a wizard who does little damage in 4th edition, and who primarily focuses on being a controller, and be very useful to the party. Indeed, that's more or less what wizards are supposed to be.

But as for "a character whose schtick is something unrelated to combat" - that's bad design in a system so intent on combat (which 3.x was, no less than 4th edition). Being able to sacrifice combat effectiveness for noncombat effectiveness, and vice-versa, is not a good thing if it can be done to a significant degree, because it leads to the "sitting out" problem.
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.
Well, there are a lot of very bad wizard powers. The class is fine in terms of power level, but there are some powers (like Fireball) which are utter garbage because the class is meant to be a controller (they have a striker secondary, incidentally, which is probably why they have them... but they are mostly pretty awful and not worth taking). They deal damage and disable them with powers. That's what controllers do. They don't deal as much as other classes, which isn't necessarily very noticable in a vacuum. But when you are actually playing, and you deal 30 damage and the ranger deals 70, its very noticable.
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.
Mordheim and Necromunda are both enjoyable, but they aren't the same thing as an RPG, and claiming it is more of an RPG than 4e is wrong. There isn't really any roleplaying involved in it. You don't play your zombies like morons, or your wizard as a coward.
All you need to make a shitty 4e character is to draw their powers randomly (or worse, ignorantly).
Depends on the class. Unless you screw up your stats, its actually very difficult to make an actively bad fighter. On the other hand, if you try to play a striker wizard, your character is probably going to be crap.

Thing is, however, you can retrain all your powers, and people often do so. The wizard in my current campaign figured out at level 9 how controllers actually worked, and suddenly changed his character around considerably. Now his character is much more useful and synergistic with the rest of the party. He has retrained an at-will power, a first level encounter power, a third level encounter power, a fifth level daily power, and he has changed his seventh level encounter power TWICE over the course of his career. So even if you do make bad choices, you can change them. Except for stats which aren't retrainable (it is true that retraining your stats could allow you to do some sort of stupid things, but I'm not sure its worth screwing people).
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.
Not really. The wizard in my current campaign is a sailor. He sometimes uses thunderwave to push his ship a little, he has used Blur to easedrop, and the whole party has used their skills out of combat (as well as done various other things).
Unstated Premise: 4e combat is better than 3e combat. Analysis: Wrong.
Its actually true.
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.
You don't just push people around. There's a wide variety of debuffs.

Plus, pushing people around matters a lot more if you fight in interesting environments.
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.
Okay, I see the problem.

This is all stuff that, frankly, isn't stuff that the game is meant for, and never was. And also is a bit compensatory.
The issue is that the feel I get from 4e seems like it discourages anything unrelated to combat. This may be because their only big non-combat thing is skill challenges, and if I'm forced to go through those I feel like I'm being punished.
Thing is... let's consider 3.x. It lacks even skill challenges.

So, by your very own reasoning, there is no non-combat thing at all in the game, so you should like it even less.

Clearly, you do not. So it isn't the real issue. This is a "fake issue", something people throw up to avoid what their issue REALLY is (often because they don't know what it is which leaves them dissatisfied).
I think it depends on the system. I would expect DnD to support them, and I don't mean provide a guideline on how to roll a d20 to fix the problem when I say support, I mean give guidelines for the DM on how the world economy works. Like how some RPGs give guidelines for how much to increase or decrease the price of items depending on supply.
Thing is, adventurers are assumed to be rare. Why is this? To make them more special. Thus, there isn't really an economy for them to interact with, because what they're doing is beyond the mortal ken, and there really isn't an economy as far as magic items go, because there are so few consumers. Heros don't consume 10,000 horseshoes.
That non magic user thread isn't about in combat class balance. It's saying that wizards aren't playing the dungeon crawl game and that at high levels fighters shouldn't be playing that game either if we want to be honest about letting people "play" fighters. If you really look at it, most of the complaints are due to wizards having special effects that are cool and non damage related that fighters don't have.

For example wizards can cast invisibility and fly. Fighters can't; this is a problem. Wizards can teleport and scry; Fighters can't. It's more about how to give Fighters the ability to truly affect the world than about anything else.
And I think here's the important thing to consider: What IS the game trying to accomplish?

3.x, to some degree, didn't make that decision. 4th edition decided that the game is about adventuring, and focused on that. People who were trying to make 3.x work for something it wasn't designed for are frustrated because they got rid of what was, from the perspective of their goal, bad.
Teleport, Charm Person, Invisibility, Fly, Knock (which I hate as a spell actually, but the last 3 let the wizard supplant the rogues ability to steal things). I'm trying not to start typing out the high level stuff because 4e doesn't even try to do the high level. As pointed out in a previous post, you can flood cities or create the walls for a city.
Teleport is a ritual, Invisibility still exists (and honestly, it isn't actually very different from 3.x's invisibility, its just that you can only use it 1x/day), Fly still exists (and the main difference is you're flying for only one combat in 4e, or 5 minutes, whereas in 3.x you were flying for a few), Knock (which is worse than just picking the lock, if you have someone who CAN)...

If you're going to list things which are missing, you should find things which are actually gone. Yes, the ability to flood cities and create walls for cities are gone because the first is really more villainous and the second is pretty much outside the scope of the game. (You can still create temporary walls, incidentally)
Actually what I hoped from 4e was to balance 3ed combat, smooth it out but keep it similar, and branch out into improving non combat related things. We got skill challenges instead and the removal of everything except skills that was unrelated to combat, which honestly feels like a slap in the face for people like me who ran 3ed without always throwing combat at the players all the time.
3rd edition combat was utter crap and I'm glad it was destroyed. Save or dies and save or sucks are terribly unfun, and combat was absurdly swingy. Monsters also didn't last long enough to be meaningful or feel threatening, and the number of monsters you fought was off. It also had the whole "number of actions" issue, as well as a high degree of repititiousness. And healing was horribly designed. Combat in 3.x was actually my least favorite part of the game, which, when I came to realize it, made me quit playing. I kept running my 3.x campaign out, which hurt sometimes, but I had a great group of players and I ran a lot of non-combat stuff.

4th edition combat is actually mostly quite enjoyable. It is much closer to correct.
A lot of people make a big deal about 4E because it nerfs scrying down or prevents people from breaking the economy or summon undead hordes. But being able to cast charm person, teleport or tunnel through stone walls with your sword isn't a roleplaying ability. It's a strategic ability. While it's true that 4E focuses entirely on tactical and tends to remove overall strategic powers, this really has little to do with roleplaying, but more with defining the general power level of the characters.

While people may miss this stuff for its strategic value, not having it present doesn't interfere with anyone's ability to roleplay their character. It just means that they're playing a hulking barbarian who can't hack through adamantine instead of playing one who can. And honestly, personality wise I can't see that making a heck of a difference from an RP standpoint. It just means they're lacking an extra tool in your toolkit to strategically solve an adventure.
Thing is, though, those strategic powers completely annihilated tactics. You could just scry and die, or walk through the dungeon's walls without thinking about it. I think it was much less fun because the strategies were simple and obvious.
4e economy (and the ritual system in particular) is the opposite of Finders Keepers (Finders Weepers?) At least in Accounting-Ugly you can shatter your green porcelain palace and immediately spot a holy avenger in a dung pile. In 4e, you get screwed the moment you try to interact with the economy: there's a predefined grand total of all your income from 1 to 30, and everything you do subtracts from it, UNLESS you do something game-breaking, perhaps in a gentleman's way ("I only rust milk to survive").
This is actually entirely wrong.

The reason is actually simple. Firstly, most of your wealth isn't in the form of liquid wealth, but rather in the form of items you can use (and are not meant to sell). If you sell them, you're being stupid, and if you play stupidly, you can make yourself unhappy in any game.

So only about a fifth of your wealth lies in coins, jewelry, ect. And, really, you don't need to keep track of mundane expenses, because the amount of money you have is vast in comparison to the amount of money a barrel of pickeled herring costs. Unless it is a big purchase (a ship), it really doesn't matter.

The only thing you can really burn money on is rituals and magic items, and you're mostly supposed to spend it on the latter. The former, due to their narrowness, are intended to be last resorts or conveniences, not requirements, and if you are using a ritual as part of an adventure, and the DM intended for you to do so, then the DM is being an ass if they aren't providing you with compensation for it (and indeed, the rules actually encourage you to drop some ritual reagents for the characters to use occaisionally).

So really, this is unfounded.

The money you get in 4th edition is designed with the idea that you're actually spending it rationally in mind.
The two are inseparable.The 4e design criteria that gave birth to rituals was:

"Things that have an effect lasting longer than a combat should have a permanent cost."
Which is perfectly reasonable. Yes, rituals are not hugely useful. This is entirely intentional because, guess what, if you could use them for free all the time you would. And this is bad. Why is this bad?

Because it means you cannot make rituals which are actually useful, because then they'll be used all the time and make that character overpowered because they now have a huge number of out of combat abilities in addition to their incombat abilities. There isn't really any compensation here for anyone else.

Rituals have a few purposes.

1) Convenience. The teleportation rituals and tenser's floating disc are good examples of this.
2) Gap fillers. If you don't have someone with trained Theivery, you can have knock and open locks. It sucks, but you can do it.
3) "We're stuck, help!" Divinations, mostly. Arguably gap fillers and this are the same thing.
4) Story effects. Stuff like scrying, water breathing, sending, ect.

Thing is, these are all useful to have around in the game; however, these effects have some power behind them, and as such a simple feat or class feature is insufficient payment. So they have a gp cost to prevent them from being spammed. Divinations in particular should have a monetary cost, because it makes people think before they use them - more or less, if you can solve it without spending money on a ritual, you'll want to do so, so they're "get a hint" lines. Gap fillers could be eliminated entirely, but I think they prefer for people not to have issues if they put a locked door in a dungeon (though, frankly, there are other solutions).
1) You are expected to be defined by the class you took at level 1 as you are late in life; not as much in the epic tier as you were in the heroic tier, but the fact that epic-level heroes started off as a 'fighter' or 'cleric' is still supposed to mean something.
Which is a good thing in a party-based game.
2) The game has an enormous hard-on for flight for some reason, whining and wheedling so much about how epic-level heroes 'might fly for the duration of combat!'
That's because flight is ridiculously powerful and problematic. Many people don't really understand flight's impact on the game.

If you can always fly, nonflying monsters shouldn't exist. But people like fighting monsters which don't fly.

Flight also screws characters who take up space on the battlefield - namely, melee combatants, because they take up less space.

Flight makes the game less tactical, because terrain is less of a concern (and when it does matter, it often feels contrived).

And flight is more difficult to represent on a battlemat, as it requires a third dimension.
3) The game has no clue what it's doing for scope of stakes. How is 'determining the fate of millions in the world' more epic than 'saving an entire nation or even the world'?
Because in a game where you save the world in paragon tier, you are saving the universe in epic.
4) The game has no clue what it's doing for the scope of challenges. Why is a tarrasque more deadly than a mind-flayer? Why do I care so much about what lich archmages are doing? I know the real reason to that answer (they're stronger and take more power to defeat), but what does that mean to someone outside the Dungeons and Dragons bubble?
Because they're bloodthirsty, clearly!

And I think the monster names are not meant to be understood outside the D&D bubble, to be honest.
5) Most importantly, even though 4E Dungeons and Dragons doesn't have any clue what it's supposed to be doing, you can infer that the adventures of Conan and Aragorn are only supposed to be good for heroic tier.
It knows what it is doing. But you don't want it to.
I mean, at most 4E just seems to adopt the Final fantasy style. You can do all these awesome battle cinematics in combat, but they can't really do anything like that while out of combat.
I don't think this is entirely fair. You just can't do certain absurdly broken things out of combat anymore. For example, charming someone or dominating them is no longer possible for long periods of time - you can dominate them for a round, or possibly a few if you're high enough level. Which is entirely reasonable. After all, its far stronger to actually GAIN CONTROL of your enemy than it is to kill them.

Well, you could always reflavor your diplomacy check as charming them into seeing you in a more favorable light, but a lot of people argue that isn't really the same thing.
Last edited by Titanium Dragon on Thu Aug 20, 2009 1:59 am, edited 1 time in total.
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Post by RandomCasualty2 »

clikml wrote: I invite you to read the manga or watch some shows of Full Metal Alchemist since you clearly have not done so yet.

Elric does crazy crap all the time on the fly. Not just some slow rituals that could not possibly used during combat rounds.
Wrong Elric. I was talking about the Elric who uses Stormbringer, not the Full Metal Alchemist.

@Titanium: I agree with you about flight being overpowered. Honestly, I've always felt like flight is the deathblow for most tactical combat. Once you can fly, combats become very simple and you might as well not even have a battlemat at all.
Last edited by RandomCasualty2 on Thu Aug 20, 2009 2:07 am, edited 1 time in total.
FatR
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Post by FatR »

3rd edition combat was utter crap and I'm glad it was destroyed. Save or dies and save or sucks are terribly unfun,
I'm sooo glad that you have enlightened me and demonstrated, without doubt, that I was not, in fact, having fun playing combat-heavy 3.5 games.
and combat was absurdly swingy.
Also, I've probably hallucinated my current campaign where the same set PCs climbed from levels 1-2 to (by now) 9-10. Or the fact that I've never fudged a roll when running it.
Monsters also didn't last long enough to be meaningful or feel threatening, and the number of monsters you fought was off.
The number of monsters during our last session (excluding battles that were as predictable as an execution) - 4, 3, 1, 4, 1. The first four encounters actually had a potential to become one huge gangbang and highly probable TPK, but PCs ninja-ambushed them one by one. Durations of these battles (excluding surprise rounds) - respectively, 1,1,2,4,2. Soooo... what's "off" with these numbers?
It also had the whole "number of actions" issue, as well as a high degree of repititiousness.
Quite a strange accusation, considering that you seem to prefer 4E.
Last edited by FatR on Thu Aug 20, 2009 2:27 am, edited 1 time in total.
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erik
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Post by erik »

RandomCasualty2 wrote:
clikml wrote: blah Full Metal Alchemist blah blah
Wrong Elric. I was talking about the Elric who uses Stormbringer, not the Full Metal Alchemist.
ha ha, whoops! uh, then carry on. =-)
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Post by Titanium Dragon »

FatR wrote:I'm sooo glad that you have enlightened me and demonstrated, without doubt, that I was not, in fact, having fun playing combat-heavy 3.5 games.
Maybe you enjoy SoDs. I don't. Nor do, in my experience, most people.
Also, I've probably hallucinated my current campaign where the same set PCs climbed from levels 1-2 to (by now) 9-10. Or the fact that I've never fudged a roll when running it.
Likely, gotta watch out for those shrooms.
The number of monsters during our last session (excluding battles that were as predictable as an execution) - 4, 3, 1, 4, 1. The first four encounters actually had a potential to become one huge gangbang and highly probable TPK, but PCs ninja-ambushed them one by one. Durations of these battles (excluding surprise rounds) - respectively, 1,1,2,4,2. Soooo... what's "off" with these numbers?
I have variation in my combat sizes in the typical adventure from 1 to 10, and sometimes go as high as 30.

And 1 round combats are exactly what I was speaking of - the monsters not lasting long enough to really feel meaningful or threatening, or really getting to show what they can do.
Quite a strange accusation, considering that you seem to prefer 4E.
Not after playing 3.x. Or really any other RPG I've played, in terms of combat actions. 4e is far less repetitive due to the at-will/encounter/daily system, as encounter powers force you to do something different a great deal of the time (as they are stronger than at-will powers, but refresh themselves after every combat). And at the levels I've played most extensively at (1-12) there's not an undue amount of repetition. In my level 30 playtest there was more, to be entirely fair, as average combats balloon from 5ish rounds to 10ish rounds.
Last edited by Titanium Dragon on Thu Aug 20, 2009 3:03 am, edited 2 times in total.
Thymos
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Post by Thymos »

For the record I doubt 3.x is anyone here's preferred system.

It's bashed just as much as anything else (well, maybe except 4e which is bashed more).
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Post by MGuy »

God damn TD reading your stuff is like reading a new report. I don't disagree with you on a lot (as evidenced by the fact that none of my posts have)

Anyways I do disagree with you on a number of things.

1) I don't think that 3.5 is lacking in non combat rules. There have been a number of them introduced (leadership, community wealth, guilds, mass combat rules, taint and horror rules, etc etc etc) in a number of books. They may be shitty but they exist.

2) I don't know what you mean by saying that 3.x has a faulty number of actions.

3) I don't think that the original class you took should keep you from multi classing nor do I think it should absolutely tie you to doing a certain thing but I hear there's a book coming out that will allow you so soon that complaint will disappear.

4) I think mind control should exist (it is part of the experience) but should be harder to do/much more limited (you can only mind control x Hd worth of people and they all get to save each day and can hide the fact that they succeeded.
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Post by shau »

I only have time for drive by of your massive post, but...
Titanium Dragon wrote: 4th edition -actually has a non-combat resolution system which is designed to involve the whole party-. 3.x? Not so much.

Its not meant to be "95%" combat, and skill challenges are the least shitty tacked-on noncombat system D&D has ever had.
Skill challenges don't work. Mathematically you fail moderate challenges like 90 percent of the time. Someone else can idg up the exact math. They are broken in very obvious ways and would have been found had any one actually bothered to play this damn game instead of just shipping it.
Unstated Premise: 4e combat is better than 3e combat. Analysis: Wrong.
Its actually true.
Look, I just went through the 96 new Cleric powers in Divine Power to make a review. What I noticed is that the powers are almost always very boring. I'd wager fully half of them are a combination of a debuff or buff plus some damage. Other powers are slighlty changed repeats of other powers.

Let me try to remember some of the more egregious examples.

Level 7 power denunciation is exactly the same as level 1 bane with a daze effect attached.

Level 13's deadly lure is level one Exacting Utterance plus the reverse of level one cause fear.

Level 15 daily power Penance of Blood is almost just an area version of Level 1 encounter Exacting Utterance.

Level 17 Thunderous word is just an upgraded version of Wizard at will Thunderwave.

Level 17 Blinding Light is a weapon based power version of a Level 7 Wisdom Cleric power

Level 23 Haunting Strike is the buff you get from at will Lance of Flame plus more weapon damage.

Level 23 Mortal Fear is Cause Fear plus weapon damage.

I could go on. There just aren't enough effects to make interesting powers, especially since you need 90 of them for each class to make a new book. If 3e was like 4e low level characters would cast grease and epic level characters would cast Grease plus 3W damage.
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Post by Titanium Dragon »

MGuy wrote:1) I don't think that 3.5 is lacking in non combat rules. There have been a number of them introduced (leadership, community wealth, guilds, mass combat rules, taint and horror rules, etc etc etc) in a number of books. They may be shitty but they exist.
I guess that's true. There are like 300 3.x splatbooks. I always forget about random book X, mostly because I haven't read it.

And some of it I'm not overly impressed with anyway. The community wealth rules were a pain in the ass and I don't think a lot of people enforced them anyway beyond "You're in a tiny ass village, there aren't potion shops here" and "You're in a vast city, you can buy whatever you want".

Taint and horror rules are, IIRC, in a book I've never really read.

Guilds are from the Complete Scoundrel? Or something else? Or are you referring to the community NPC rules, which were amusing, but honestly, most of the time you designed NPCs to fit your needs rather than by some arbitrary system?

I dunno. Maybe you're referring to stuff I can't remember/haven't seen/thought was such a horrendously bad idea I either blocked it out of my mind or didn't really think about it.

I mean, really, if we want to go into random shit I'll never use, there's an entire town in the back of the 4e DMG, which some people have apparently found useful.
2) I don't know what you mean by saying that 3.x has a faulty number of actions.
Well, its mostly a problem if someone has the leadership feat or an animal companion. Or worse still, several things which actually matter in combat - the necromancer in one of my campaigns (well, a campaign I played in, did not run it) was... retarded. It had an entire army of undead and the DM kept throwing shit at us which the army could wipe out by itself. Not that it was stronger than we were, its just that it was so strong that he had to throw some bullshit at us to even make us wake up from riding along in our bone carriage. And that was boring.

Moreover, even in those combats he'd have his 6 most powerful undead creatures participate, which meant that his turns took three times as long as anyone else's.
3) I don't think that the original class you took should keep you from multi classing nor do I think it should absolutely tie you to doing a certain thing but I hear there's a book coming out that will allow you so soon that complaint will disappear.
The issue with multiclassing is that, fundamentally, roles are good design in a party-based RPG. This is why they changed it (and let's hope hybrids don't change it back, because they're horribly designed).

The fundamental issue is that if you are good enough to fulfill two roles, you are too good, but if you aren't good enough to fulfill either role, you have no real place in the party and often feel overshadowed. In 4th edition, the two-weapon fighter, pre-July errata, did the former (it was as good a striker as anything else, AND arguably the best defender) and the warlock is the latter (it does too little damage to be a real striker, and it isn't really good enough at control to be a controller. They're actually a viable class, but they constantly feel underpowered).
4) I think mind control should exist (it is part of the experience) but should be harder to do/much more limited (you can only mind control x Hd worth of people and they all get to save each day and can hide the fact that they succeeded.
Mind control is the same as leadership crap. Moreover, if we look at it, controlling something IS better than killing it. So a charm person/monster effect is better than Finger of Death. You have to power it accordingly.

In 4th edition, they decided that you couldn't drag along people, so all domination effects last no longer than five minutes, meaning it is a way to temporarily turn someone, then you have to kill them once they break out.

Also, mind control is bad because a power which is fine on a monster can be broken in the hands of a PC.
Look, I just went through the 96 new Cleric powers in Divine Power to make a review. What I noticed is that the powers are almost always very boring. I'd wager fully half of them are a combination of a debuff or buff plus some damage. Other powers are slighlty changed repeats of other powers.

Let me try to remember some of the more egregious examples.

Level 7 power denunciation is exactly the same as level 1 bane with a daze effect attached.

Level 13's deadly lure is level one Exacting Utterance plus the reverse of level one cause fear.

Level 15 daily power Penance of Blood is almost just an area version of Level 1 encounter Exacting Utterance.

Level 17 Thunderous word is just an upgraded version of Wizard at will Thunderwave.

Level 17 Blinding Light is a weapon based power version of a Level 7 Wisdom Cleric power

Level 23 Haunting Strike is the buff you get from at will Lance of Flame plus more weapon damage.

Level 23 Mortal Fear is Cause Fear plus weapon damage.

I could go on. There just aren't enough effects to make interesting powers, especially since you need 90 of them for each class to make a new book. If 3e was like 4e low level characters would cast grease and epic level characters would cast Grease plus 3W damage.
Sure. The same is true of 3.x, people just didn't notice because it took longer to wade through all the crap.

Let's look at the PHB of 3.x:

Resist energy, protection from energy, stoneskin, greater stoneskin, isn't there some random absorb energy spell?

Burning hands, Lightning Bolt, Fireball, Ice Storm, Cone of Cold, Blight, Chain Lightning, Delayed Blast Fireball, Meteor Swarm

Magic Missile, Melf's Acid Arrow, Scorching Ray, Otiluke's Freezing Sphere, Disintegrate, Polar Ray

Flaming Sphere, wall of fire, cloudkill, acid fog, incendiary cloud, prismatic wall

The entire Summon Monster/Summon Nature's Ally/Summon Planar Being line

Shocking grasp, chill touch, energy drain

Phantasmal Killer, Flesh to Stone, Slay Living, Finger of Death, Wail of the Banshee, Weird

Charm Person, Charm Monster, Dominate Person, Dominate Monster

Color Spray, Ghoul Touch,

The stat buff spells

I got bored around this point, but there's a lot more, both in the above families and separately.

This is hardly anything new.
Last edited by Titanium Dragon on Thu Aug 20, 2009 3:50 am, edited 2 times in total.
FatR
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Post by FatR »

Titanium Dragon wrote: I have variation in my combat sizes in the typical adventure from 1 to 10, and sometimes go as high as 30.
No one cares about your "sometimes". "Sometimes" I even have large-scale battles in my games. Name the typical size of encounters (discounting minions - I did not include one-sided massacres of weaklings in my example) on a random session.
Titanium Dragon wrote:And 1 round combats are exactly what I was speaking of - the monsters not lasting long enough to really feel meaningful or threatening, or really getting to show what they can do.
Then your argument is stupid and you should feel bad for having so little imagination that only 5-round at-will spam can convince you that a monster means business. I prefer to play with people who don't have such problems. Or you, for some reason that is completely beyond me, think that the system shouldn't reward PCs for their ninja skills and sneaky tactics, in which case you should feel bad as well, but in this case for promoting crap systems.
Titanium Dragon wrote: Not after playing 3.x. Or really any other RPG I've played, in terms of combat actions. 4e is far less repetitive due to the at-will/encounter/daily system, as encounter powers force you to do something different a great deal of the time (as they are stronger than at-will powers, but refresh themselves after every combat).
Do you seriously think that anyone here would believe such obvious bullshit, even when you state yourself that your combats last around 5 rounds (i.e., no less than 3/5ths, probably 4/5ths or more of the combat is spamming your best at-will)? Fvcking fighters in 3.5 are less repetitive than that.
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Post by Kaelik »

1) Thymos, it is my preferred system.

2) TD: You are smoking crack.
a) stop talking about skill challenges as if they are a good thing. They suck gigantic ass.
b) Yes you can make bold pronouncements about how 3e combat sucks and 4e combat is the bestest ever. No that doesn't make it true, and you'll notice that by the way people hate 4e and like 3e.
c) Stop pretending to psycho analyze us. It's fucking retarded, even more so because you make your bullshit pronouncements based on faulty understanding.
d) Hey, remember that thing where I showed all the shit you can do with spells that are explicitly out of combat? That would be an example of all the out of combat shit you can do in 3.5 that you can't do in 4e.
e) You are talking out of your ass about how we are "upset that we aren't the target audience" and bullshit like that. Try to get this into your head. We don't fucking care if we are the target audience. We have good games to play of all different kinds, from better combat simulators to actual fantasy games. What we do say is that 4e is a terrible game. Because it is. Because it has a shitty combat engine, effectively no roleplay outside of magic tea party, and non combat abilities that involve paying actual combat resources in order to be able to do anything at all.

Some of them might be upset that 4e is killing the RPG market with it's shittiness. I don't think it's doing any lasting damage, and am hopeful that when 5e comes around, they'll have learned their lesson. But even if they haven't I still have a game to play and people to play it with, so I don't care. But none of us are terribly upset to not be the target market of a shitty game. We might wish that it was a better game, but that's entirely independent of being it's target market or not.
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Post by FatR »

Thymos wrote:For the record I doubt 3.x is anyone here's preferred system.
3.X has a lot of problems, but other fantasy RPGs are either much, much worse mechanically (fvking Exalted!), or incompatible with my personal playstyle and preferences.
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Post by mandrake »

Kaelik wrote: a) stop talking about skill challenges as if they are a good thing. They suck gigantic ass.
Have you ever done one? I'm playing a 4e campaign and we've done several skill challenges, and they've worked very well for our group.
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Post by erik »

mandrake wrote:
Kaelik wrote: a) stop talking about skill challenges as if they are a good thing. They suck gigantic ass.
Have you ever done one? I'm playing a 4e campaign and we've done several skill challenges, and they've worked very well for our group.
I have and it was pretty damned weak.

It was rubbed in our face that it was "skill challenge time" like it was another type of combat encounter and we grubbed around getting the people with the highest skill checks to perform tasks and then asking about what other skills we could attempt. It was worse than combat because there were no tactics available and we didn't know exactly what we were supposed to do, but it succeeded in having all the rigidity of combat where you don't actually feel like you are roleplaying very much.

That is not to even address any of the mechanical weaknesses of skill challenges... just their horrible intrinsic nature.
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Post by RandomCasualty2 »

clikml wrote: I have and it was pretty damned weak.

It was rubbed in our face that it was "skill challenge time" like it was another type of combat encounter and we grubbed around getting the people with the highest skill checks to perform tasks and then asking about what other skills we could attempt. It was worse than combat because there were no tactics available and we didn't know exactly what we were supposed to do, but it succeeded in having all the rigidity of combat where you don't actually feel like you are roleplaying very much.

That is not to even address any of the mechanical weaknesses of skill challenges... just their horrible intrinsic nature.
Yeah. Skill challenges are pretty much unarguably horrible. It just entails with coming up with some BS explanation of how your highest skills can help you, or at its worst, just continually spamming aid another and having the guy with the highest skill solve the challenge.
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Post by TavishArtair »

mandrake wrote:
Kaelik wrote: a) stop talking about skill challenges as if they are a good thing. They suck gigantic ass.
Have you ever done one? I'm playing a 4e campaign and we've done several skill challenges, and they've worked very well for our group.
Whatever you have to say about skill challenges being good is useless unless you identify what rules you were actually using. For one, there are serious like four different rules for them and they more or less all suck. For two, almost invariably anytime someone says "we used skill challenges and liked it" it involved some fudging of the rules. Which strongly suggests the rules as written suck. Ass.

I mean crap, published adventures don't use the skill challenge rules anywhere near close to "as written", and yet get closer to doing anything like they were intended to, that's pretty much it.
Last edited by TavishArtair on Thu Aug 20, 2009 5:41 am, edited 1 time in total.
Titanium Dragon
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Post by Titanium Dragon »

No one cares about your "sometimes". "Sometimes" I even have large-scale battles in my games. Name the typical size of encounters (discounting minions - I did not include one-sided massacres of weaklings in my example) on a random session.
Actually, minions can be quite dangerous if used properly.

Last adventure:

Encounter 1: 2 elites
Encounter 2: 4 normal
Encounter 3: 5 normal

Before that:

Encounter 1: 8 minions, 4 normal monsters
Encounter 2: 6 normal monsters
Encounter 3: 6 Riddles, 6 monsters if failed
Encounter 4: 2 elite monsters
Encounter 5: 5 Riddles, but if they failed 3 elite monsters, 1 standard monster, and 5 minions
Encounter 6: 7 normal monsters

So a variation of 2-12 monsters.

Going back, looking at my combat encounters only:

Verde 11, The Northern Conference:
1 solo, 1 trap
20 minions, 4 normal
5 normal
10 minions, 3 normal
25 minions
5 minions, 5 normal
6 normal

2-25

Verde 10, the Northern Camp:
6 normal
12 minions, 6 normal
6 normal

6-18

Verde 9, The Black Rock:
5 normal
5 minions, 3 normal
2 normal, 1 elite, 1 elite trap
1 solo

1-8

Verde 8, Doomed Dwarves:
3 elite
1 Solo
4 elite

1-4

Verde 7, Solace of Summoning:
9 normal
6 normal
2 elite
1 elite
4 normal
1 solo

1-9

Verde 6, Aquatic Assault:
5 minion, 3 normal, 1 elite
3 minion, 3 normal, 1 elite
4 minion, 4 normal
4 normal
2 normal
2 normal, 1 elite
4 minion, 6 normal

2-9

Verde 5, As the Wind Blows:
4 normal
3 normal
3 normal
3 normal
1 solo

1-4

Verde 4, A Poisonous Dream:
6 minion, 6 normal
4 normal
7 normal
3 normal
4 normal, 1 elite

3-12

Verde 3, The Death of Foxbourough:
3 normal
16 minions, 5 normal
2 normal
4 normal
4 normal
1 solo
4 normal
6 normal
4 normal, 1 elite

1-21

Verde 2, Finding Evidence in Aregula:
4 normal
3 normal
3 minion, 3 normal
3 minion, 3 normal, 1 elite

3-7

I lost Verde 1, so I couldn't tell you as I don't really remember.

I was wrong about 30 monsters; that was in my previous 4e campaign, not this one.

# of monsters: # of encounters with that many monsters
1: 6
2: 5
3: 7
4: 10
5: 5
6: 8
7: 4
8: 2
9: 3
10: 2
12: 2
13: 1
18: 1
21: 1
24: 1
25: 1

For an average of 6.2 monsters per encounter. My next adventure is not yet finished, but has a 5 normal monster encounter, a 2 elite encounter (or a 2 normal 1 elite encounter), an 8 minion 1 elite encounter (or 4 normal), a 5 normal encounter, a 1 solo encounter, a 30 minion encounter, and the rest are not set in stone yet (it will involve two extended rests and overall about a dozen each of combat and noncombat encounters - its a long adventure which will take about 2 levels and 3 sessions to complete).
a) stop talking about skill challenges as if they are a good thing. They suck gigantic ass.
They're a step in the right direction.
b) Yes you can make bold pronouncements about how 3e combat sucks and 4e combat is the bestest ever. No that doesn't make it true, and you'll notice that by the way people hate 4e and like 3e.
Around here, maybe.
c) Stop pretending to psycho analyze us. It's fucking retarded, even more so because you make your bullshit pronouncements based on faulty understanding.
Oh come now, that's half the fun of posts like this.

Plus, seriously, that's pretty much what you're unhappy about - you feel that they're neglecting you and your tastes, and have catered to the tastes of others instead. You instead phrase this as they changed it, now it sucks, but...
d) Hey, remember that thing where I showed all the shit you can do with spells that are explicitly out of combat? That would be an example of all the out of combat shit you can do in 3.5 that you can't do in 4e.
I'm pretty sure I've addressed this like three times. Some of it was covered, skills matter more (therefore being a wash with some of the stuff which was removed), and some of it was bullshit which was removed for good reason (like charm person).
e) You are talking out of your ass about how we are "upset that we aren't the target audience" and bullshit like that. Try to get this into your head. We don't fucking care if we are the target audience. We have good games to play of all different kinds, from better combat simulators to actual fantasy games. What we do say is that 4e is a terrible game. Because it is. Because it has a shitty combat engine, effectively no roleplay outside of magic tea party, and non combat abilities that involve paying actual combat resources in order to be able to do anything at all.
Or maybe a lot of what you whine about were actually good design decisions and you are unable to come to grips with the idea that maybe some of the things in 3.x were bad ideas to begin with or are fundamentally incompatible with what most people want out of the game. Thus you claim that it is a shitty game and that it is impossible to roleplay in it because you don't like it, rather than because it is actually a shitty game.

Because that's what it looks like from where I'm standing.

Seriously, when people say stuff like "do the exact opposite of what 4th edition does and it will be a good game," what they are actually saying is "I will lash out at the lover who scorned me."

Is it magic teaparty when I am doing a skill challenge and flavor a diplomacy check as charming them magically? Is it magic teaparty when I decide to talk my way past the monsters rather than fight them and the DM throws together a skill challenge which actually can involve the whole party, and have actual mechanics to fall back on?

Is it magic teaparty when I use thunderwave to push my boat? How about if I make an arcana check to try and make my boat go a bit faster? What if I make an intimidate check on the crew to try and make them work harder?

How about when you flood a town, what mechanical effect does that have in 3.x? How many of the peasants manage to make it to safety? How much damage does it do to the buildings?

What is magic teaparty?

That's right, its something you don't like (or perhaps, are unwilling to understand), so you just label it with the term.

There's magic teaparty in every single good RPG, and that's not a bad thing. Making shit up is vital to a RPG's functionality, and if you don't have good guidelines for doing so (see also: 3.x) then the RPG itself will have real playability issues.
Yeah. Skill challenges are pretty much unarguably horrible. It just entails with coming up with some BS explanation of how your highest skills can help you, or at its worst, just continually spamming aid another and having the guy with the highest skill solve the challenge.
Which is a real flaw in the design - it shouldn't be possible to use aid another in a skill challenge (and, from the design of them, it seems like they thought you couldn't). There are a few other design flaws as well, but really the big problem is that they are heavily reliant on the imagination of the group.

With the right group, you actually end up with skill challenges being awesome and great roleplaying. With a shitty group, however, they're awful, and with people who don't get it, they're awful. Once you understand them, they're actually okay.

The biggest flaw is that they are too freeform for a lot of people, which is why I've been working on an alternative mechanic for it which makes it more like a combat encounter, in that there are multiple things to actually be dealing with (its not really all that much like a combat encounter otherwise, though). But I'm not sure it will actually work out.
Last edited by Titanium Dragon on Thu Aug 20, 2009 6:16 am, edited 2 times in total.
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