4e failed design goals

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Maxus
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Post by Maxus »

Verbannon wrote:
Now that I think of it, your post's wording "Pushing enemies into stuff" Makes me think you don't have a high opinion of a battle of maneuvers.
It's late and it's been sort of a long day; my vocabulary starts to slip when I get tired.

But, seriously, man. Does 4e have any sort of rule of what happens when you shove someone back into a wall or a statue or over a bench? Any sort of foundational upon which some rules could be based? If it can't even let me use my environment to my advantage (and if I'm in an occupied dungeon, there'd better be more than 10x10 tunnels and empty rooms with monsters in it. Even caves would have uneven floors and stalagmites and the like) to come up with something A) Awesome B) Unexpected C) Productive, it fails as a tactical game.

But I notice you're not trying to define "tactical combat" in any meaningful sense. As soon as you come up with a definition that can believably exclude 3.x and include 4e, let us know, 'kay?

Other points:

-And I don't know what clock you use, but 35-40 minutes isn't far shorter than 40-50 minutes. 4e combats also contain more rounds, which cuts both ways. On the one hand, you act more often, your turn comes quicker. On the other hand, which trumps the previous (sort of a full house to a three of a kind, as it were), you act more often and burn through your short amount of actually interesting and useful powers in five rounds and then it comes down to which at-will you use this round

-Cinematic combat? What a fucking weasel criteria.

Cinematic feel mainly comes from people actually putting some effort into describing their actions. System support comes in the ways of, oh, having rules for how much effort it takes to break a door, or collapse a column to drop a balcony, or how much a table weighs when you think picking it up and throwing it would make a difference. As with tactical combat, as soon as you can come up with a definition of cinematic that can reasonably exclude 3.x, be sure to let us know

If 4e had at least tried for something more than "This turn I use Sword-Twirling Strike, which dizzies the foe because of the sword's spin" and "I, uh, well, shit. I shoot a magic missile at him this round, too", I'd be more charitable. I'd also be more charitable if it admitted combat plays out much the same with the same half-a-dozen power effects showing up all the time and just tried to find ways to let players use those effects. Such things as "Okay, the wizard hit him with a bright flash that blinded him? Then I'm going to shove that statue over onto him while he's confused and can't see it coming."
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by TheFlatline »

JDSorenson wrote: The problem is that the examples that you're citing are all buried within 3.x rules esoteria. The rules for tripping aren't ALL in one place, the books don't actually come out and SAY that trip attacks are for AoO's and the like. They don't actually tell you that you're not very likely to be fighting monsters of comparable size and Attributes past 10th level or so. They don't tell you that enemies are pretty much immune to this kind of crap at higher levels, do to alternate forms of movement like flight and teleportation.

As opposed to, say, 4th edition, where the entire ruleset has pretty much been errata'd, multiple times, often times with obviously no playtesting whatsoever behind the errata?

I mean shit. Let's not forget that 4E is the edition that errata'd Every. Single. Monster. In the Monster Manual 1. And it's not even errata. It's "Here you go fuckers, have a mathematical formula and you do all the work. We need to go eat pie."

I don't see how you can compare 4E with any other TTRPG period. It's changed so wildly, so vastly, and so quickly over the life of it's "edition", that entire builds have sprung up, thrived, and been literally killed off and made invalid simply through the errata issued. And I'm not talking builds which use strange interpretations of errata. I'm talking about fundamental system changes that introduced new systems and then eliminated them entirely. Which means that any discussion of 4E vs whatever has to be insanely selective about where in time you're culling 4E from, what's been errata'd and what hasn't.
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Post by TheFlatline »

Verbannon wrote: I play for four things

1. Cinematic combat.
2. Tactical combat.
3. A thought provoking story.
4. To develop my character.

I don't play to have a good laugh.

4e can deliver on all four, 3.5 can deliver on two, though one is often undermined by the absurdities and limitations of the system.
Considering that points 1, 3, and 4 are all title neutral and dependent on enthusiastic players/GMs, you're left with stating that 4E provides more tactically relevant options than 3E, or even other RPGs in general.

To which I'm merely going to have to say "citation please?"

Edit: Also, comparing 4E favorably to chess is pretty fucking insulting, because my gut tells me that nobody is going to be playing 4th ed when it has a thousand year old pedigree.
Last edited by TheFlatline on Mon Jul 11, 2011 8:22 am, edited 1 time in total.
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Post by Chamomile »

TheFlatline wrote: Edit: Also, comparing 4E favorably to chess is pretty fucking insulting, because my gut tells me that nobody is going to be playing 4th ed when it has a thousand year old pedigree.
Actually, one of Chess' enduring qualities is that you can learn pretty much all of the rules inside of twenty minutes, whereas it typically takes thirty minutes each to explain D&D (any given edition) character creation and combat, and that's not even getting into more obscure systems.

/nitpick
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Post by Lago PARANOIA »

TheFlatline wrote: Edit: Also, comparing 4E favorably to chess is pretty fucking insulting, because my gut tells me that nobody is going to be playing 4th ed when it has a thousand year old pedigree.
I think comparing 4E to chess is actually an insult to 4E. Chess only survives because of historical inertia and a lack of alternatives back then; if it was invented nowadays it would be a curious but unremarkable time-waster buried in the Games section of Newgrounds. Certainly no Tetris or even Bejeweled.
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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 Psychic Robot »

1. Cinematic combat.
2. Tactical combat.
3. A thought provoking story.
4. To develop my character.
maximum overtroll
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Post by hogarth »

JDSorenson wrote:
darkmaster wrote:Well, in theroy yes, but just about nobody around here likes 4e, so there's that.
People here don't really like ANY game, I've noticed. Or at least they're hyper-critical of pretty much all games.
You can like something and still criticize it. I think most of the people here like 3E D&D enough to have played it quite a bit.

4E has some interesting ideas (e.g. suggesting that there should be more interacting with the environment in combat, giving every class a variety of powers to choose from), but overall I found the execution to be pretty boring (e.g. dozens of different powers along the lines of "XdY damage and shift/slide target a few squares, combats end up with two sides spamming at-wil powers at each other until one falls down).
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Post by Psychic Robot »

what hogarth said. it's quite possible to enjoy a game and be hyper-critical of it. main problem with 3e and pathfinder is knowing exactly what you're getting into, and despite my contempt for 4e, I'd still play it
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Post by Verbannon »

But, seriously, man. Does 4e have any sort of rule of what happens when you shove someone back into a wall or a statue or over a bench?
Explicitly, no, too many ways too push a guy. But it has rules for knocking a wall, statue or bench into a guy.
Any sort of foundational upon which some rules could be based?
Yes, P.42 DMG. The golden rules for anything in which the rules for would require too much complexity.

If it can't even let me use my environment to my advantage (and if I'm in an occupied dungeon, there'd better be more than 10x10 tunnels and empty rooms with monsters in it.
there is fantastic terrain and terrain powers.
Even caves would have uneven floors and stalagmites and the like) to come up with something A) Awesome B) Unexpected C) Productive, it fails as a tactical game.
Although 4e does do that, I was speaking about when placed in a vacuum anyway. But addressing this point, 4e has rules guiding and promoting improvisation, that actually can be used with anything. 3.5 doesn't. Which in that alone makes 4e's environmental tactics better.

Anyway, my point was that tactics means options. To me, each power and option your character has is like a chess piece. With 4e, if placed into an empty room, I have far more options then in 3.5, whose options are generally limited to just ones basic attack and 1-2 class features. +All those things that cause you to take an AoO, which if you do the math, are rarely the better option.

If placed into a room full of stuff, I still have all those options and whatever stuff I can do with the stuff.

+Maneuvering is more important in 4e.

I have a lot more options in 4e and options=tactics.
-Cinematic combat? What a fucking weasel criteria.

Cinematic feel mainly comes from people actually putting some effort into describing their actions. System support comes in the ways of, oh, having rules for how much effort it takes to break a door, or collapse a column to drop a balcony, or how much a table weighs when you think picking it up and throwing it would make a difference. As with tactical combat, as soon as you can come up with a definition of cinematic that can reasonably exclude 3.x, be sure to let us know

Cinematic combat has three criteria.
1. Use of the Pendelum of Power.
2. Abstract actions.
3. A level of dynamism.

The pendelum of power means there should be a shift in combat, the enemies should usually start out strong, hitting hard, throwing the party for a loop, then the party should come back hitting hard themselves, then there should repeat in an ever decreasingly extreme fashion, until the party wins.

This is a basic technique employed everywhere from Professional Wrestling, to Action Movies, to Lord of the rings, to suspense, to everything. It is considered to be an essential component to any cinematic scene.

4E has the pendelum built into the mechanics, with the second wind and enemy encounter and recharge powers.

As for effective use of the abstract, a hit shouldn't be just a hit, a swing of the sword. Its an attack and anybody who knows anything about combat knows you can't just hit, you must riposte. You got to move, parry, set up your opponent for the strike. You can't just hit. And the attack should encompass this.

Here are two examples of combat, one from a 3.5 game I was in, one from a 4e game.

3.5. Here I made a basic attack against a ghoul with my female Barbarian.

"Sillia brought her axe up uppercutting the ghoul with the flat of the blade, as it stumbled backwards from the blow, she grabbed its throat with her left hand, yanking it back towards her, as it returned it hissed and started clawing her arm, raking sparks on the metal. Then with a flash Sillia grabbed her axe right beneath the head with her left hand, allowing for a quack slash across the ghoul's face."

I had wrote this up while waiting for my turn to come up. ((I save all of the game texts.)) And I got a shit storm of flak for godmoding. Not just one DM either, I've had three different 3.5 DMs and these posts always get flak for godmoding.

Apparently the reason is because once you get higher level you start getting 2 and more hits per turn. And it is apparently a general consensus that RP should directly reflect mechanics.

Maybe I just happened to get 3 DMs and entire groups in a row that sucked. But the odds don't favor it.

Here is a different post from 4e, a giant bird had just snatched away the halfling. My Fighter used Serpant's coil, forceful drag, drop flail, draw greataxe action point then Reaping Strike

"Geheim reflexively swung his flail upwards at the foul fowl! Wrapping the chain around its leg, the fowl screeched as its flight was ceased, Geheim felt himself leave the ground for a moment before his weight proved too much and he landed back on the ground. Wasting no time he pulled hard with all of his might, swinging down he smashed the bird into the ground. Drawing his great axe he hurled himself into the bird rapidly cutting and chopping and and hewing into the bird, strike after strike!"

In this case every stated action here is defended either directly by mechanics or I think it was P.22 DMG2, that sidebar giving direct permission to players to alter the flavor of their posts however they want as long as they don't change the effect.

Ergo, abstract actions.

As for the last Criteria. Both 3.5 and 4e have Dynamism. 4e has the movement aspect of dynamism stronger then 3.5, and 3.5 has everything else, far, far, far higher then 4e in dynamism.
If 4e had at least tried for something more than "This turn I use Sword-Twirling Strike, which dizzies the foe because of the sword's spin" and "I, uh, well, shit. I shoot a magic missile at him this round, too",


I consider any wizard who chooses magic missile to be a total idiot in 4e.
There is no reason to choose such a boring attack even if it hits 100% of the time. An Regardless this is still a total strawman.
I'd also be more charitable if it admitted combat plays out much the same with the same half-a-dozen power effects showing up all the time and just tried to find ways to let players use those effects. Such things as "Okay, the wizard hit him with a bright flash that blinded him? Then I'm going to shove that statue over onto him while he's confused and can't see it coming."
Another strawman since you can do that, explicitly as of DMG2.

I don't see how you can compare 4E with any other TTRPG period. It's changed so wildly, so vastly, and so quickly over the life of it's "edition", that entire builds have sprung up, thrived, and been literally killed off and made invalid simply through the errata issued. And I'm not talking builds which use strange interpretations of errata. I'm talking about fundamental system changes that introduced new systems and then eliminated them entirely. Which means that any discussion of 4E vs whatever has to be insanely selective about where in time you're culling 4E from, what's been errata'd and what hasn't.
Thats a slight exaggeration. Most of he errata is just grammar fixes and clarifications, some more are balance fixes usually to specific powers and items.

The biggest change done was to wizards and magic missile.
Considering that points 1, 3, and 4 are all title neutral and dependent on enthusiastic players/GMs, you're left with stating that 4E provides more tactically relevant options than 3E, or even other RPGs in general.
3 and 4 are. 1 is at least partially mechanics dependent.
4E has some interesting ideas (e.g. suggesting that there should be more interacting with the environment in combat, giving every class a variety of powers to choose from), but overall I found the execution to be pretty boring (e.g. dozens of different powers along the lines of "XdY damage and shift/slide target a few squares, combats end up with two sides spamming at-wil powers at each other until one falls down).
I would call this a strawman. Which is to say, I find this over simplified.To be honest, if you find yourself spamming at-wills, you suck at tactics, as does the DM. When I DM 4e, I end up killing my players if they revert to static at-will spams. Cause my monsters won't be.
Last edited by Verbannon on Mon Jul 11, 2011 4:05 pm, edited 3 times in total.
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Post by Previn »

JDSorenson wrote:I have a vague recollection of how it works. As I stated before, I can't stand 3rd edition and I'm not particularly fond of 4th.
Why don't you actually go read the rules for tripping in 3.x before trying to argue about them?
The problem is that the examples that you're citing are all buried within 3.x rules esoteria.
NO. NOT IN THE LEAST. All the rules for tripping are in the PHB on pages 158/159. Heck, it's listed in the index so you can find it even easier. It's in the combat section on special attacks, exactly where it should be. There's absolutely nothing esoteric about it unless you're pants on head retarded.
The rules for tripping aren't ALL in one place....
Yes, they factually are all in one place.
They don't actually tell you that you're not very likely to be fighting monsters of comparable size and Attributes past 10th level or so. They don't tell you that enemies are pretty much immune to this kind of crap at higher levels, do to alternate forms of movement like flight and teleportation.
Tripping isn't suddenly unviable at 10th level or above, there are still massive amounts of foes that you can trip with ease. Statistically speaking most of the foes you're likely to encounter in 3.x are trippable since the vast majority are medium sized humanoids without the exceptional ability scores needed to render tripping ineffective.

Again, you have no clue why people don't trip in 3.x. It has nothing to do with the difficulty of tripping.
The steps for tripping in 4E are a simple attack vs. static REFLEX defense. And that's without a power that's specialized for it. There are no size penalties or bonuses...just a straight restriction on tripping anything larger than you by 2 size categories.
The steps for tripping in 3.x are a simple opposed str check modified by size. Incidentally, a 3.x tripper can trip things that a 4e tripped cannot trip.

There are no actual rules for 'tripping' in 4e, you have to rely on powers to "knock prone" which may or may not work the same between different powers, and are not available to you unless you specifically take them.
I'll can discuss the failures of 4E all day long with you, but please do not pretend that the design of 3rd edition did anything to encourage this sort of stunt maneuver, or that it was easy, intuitive, or worthwhile.
It would help if you have the slightest clue what you were talking about.

Quick recap:
- 3.x has rules for tripping, 4e does not
- Anyone can try and trip in 3.x, you have to have specific powers in specific classes to 'trip' in 4e
- 3.x allows you at attempt to trip larger creatures while 4e says "no"
- 3.x has specific, simple, clear, easy to find and understand rules on how to trip, 4e has nothing
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Post by Verbannon »

Tripping is one thing I wish 4e had, I'm not quite understanding why you can't trip an enemy once per encounter as a standard action, since I can calculate no balance issues with it.
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Post by Psychic Robot »

Verbannon wrote:Tripping is one thing I wish 4e had, I'm not quite understanding why you can't trip an enemy once per encounter as a standard action, since I can calculate no balance issues with it.
because 4e is shit
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Post by Kaelik »

Verbannon wrote:Tripping is one thing I wish 4e had, I'm not quite understanding why you can't trip an enemy once per encounter as a standard action, since I can calculate no balance issues with it.
Because that would give fighters more encounter powers than anyone else, for starters, and the design team would tell you to take the encounter power "tripping strike."
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Post by Verbannon »

Fighters? I was meaning for everybody. Besides tripping is more of a dex or intelligence thing, not strength.

Obviously at-will is ludicrous for tripping in 4e, giving all monsters an at-will knock prone power would just be a good way to kill off all parties.

But giving all monsters an encounter knock prone, wouldn't hurt.
Last edited by Verbannon on Mon Jul 11, 2011 5:35 pm, edited 2 times in total.
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Post by Kaelik »

Verbannon wrote:Fighters? I was meaning for everybody. Besides tripping is more of a dex or intelligence thing, not strength.
Because that would give Dex/Intelligence base character one more encounter power than everyone else.

That's the point. If something has a 5% chance of success, it's not really an option, so anyone who's main attribute isn't a tripping attribute is not able to trip, and has one less encounter power than anyone who does share that attribute.
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Post by Verbannon »

If that was a logical reason, the, its already been broken. Strength guys already have Grab and bullrush.

None of my math leads to an encounter trip making a difference.
Last edited by Verbannon on Mon Jul 11, 2011 5:39 pm, edited 1 time in total.
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Post by Chamomile »

Verbannon wrote:Fighters? I was meaning for everybody. Besides tripping is more of a dex or intelligence thing, not strength.

Obviously at-will is ludicrous for tripping in 4e, giving all monsters an at-will knock prone power would just be a good way to kill off all parties.

But giving all monsters an encounter knock prone, wouldn't hurt.
See any of several massive, tangled, semantic threads on dissociation. It makes no sense that you cannot try to trip someone in combat when it is one of the most basic combat maneuvers in existence. Being unable to attempt an at-will trip hurts the narrative.
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Post by Verbannon »

Considering that grab has the exact same tactical value of a trip, and more, is reusable at will, tripping can only be useful to non-strength builds.

Tactically except regarding powers and feats that get bonuses against prone guys and when used with an action point. Tripping would be just an inferior grab that dex people can use.
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Post by Verbannon »

See any of several massive, tangled, semantic threads on dissociation. It makes no sense that you cannot try to trip someone in combat when it is one of the most basic combat maneuvers in existence. Being unable to attempt an at-will trip hurts the narrative.
At will would be very bad for the players. If I had an at-will knock prone power with monsters, whenever I DM the players wouldn't make it past the first goblin ambush.

Battles would devolve into tripping matches as both sides try to eliminate the other's maneuverability thus securing an almost definite win for themselves.

Encounter is best, besides who is going to be dumb enough to fall for the same trick twice? (Plenty but thats not the point.)
Last edited by Verbannon on Mon Jul 11, 2011 5:53 pm, edited 1 time in total.
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Post by Chamomile »

Verbannon wrote:Considering that grab has the exact same tactical value of a trip, and more, is reusable at will, tripping can only be useful to non-strength builds.

Tactically except regarding powers and feats that get bonuses against prone guys and when used with an action point. Tripping would be just an inferior grab that dex people can use.
Firstly, the bolded sentence makes no sense as written and I am too tired to try and parse it.

Secondly, you have just illustrated a flaw in 4e while trying to defend it. Congratulations.
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Post by Verbannon »

I don't see the flaw.

That sentence was supposed to read, "With the exception to action points and certain powers that get bonuses vs prone targets, tripping would be like an inferior grab."
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Post by Verbannon »

Its not a flaw that a trip would have minimal difference from a grab tactically.

When you trip a guy, the biggest advantage from that comes from the fact they have to stand back up to fight you or trip you from down there and if you are quick enough you can whack them while they are still down.

With a grab you are restraining them, overpowering them, and are able to prevent them from attacking effectively, prevent them from moving and you can move them where you want to.

Tactically the grab is better then the trip, with the trip's advantages being similar to the grab save for the fact you can attack a tripped guy yourself but not a guy you have grabbed.

As such its not a flaw.
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Post by Kaelik »

Verbannon wrote:If that was a logical reason, the, its already been broken. Strength guys already have Grab and bullrush.

None of my math leads to an encounter trip making a difference.
None of my math leads to an encounter trip being worth anything ever. It would completely fucking useless, and people wouldn't even use it except because they got bored of using their superior at wills, and defaulted to "anything I haven't already done."

I'm not saying it makes a difference in balance, I'm telling you the reason it isn't an encounter ability, is because they don't want to give more encounter abilities to some characters than others.
Last edited by Kaelik on Mon Jul 11, 2011 6:02 pm, edited 1 time in total.
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Post by Verbannon »

None of my math leads to an encounter trip being worth anything ever. It would completely fucking useless, and people wouldn't even use it except because they got bored of using their superior at wills, and defaulted.
I can think of a use. A rogue/wizard/ranger ect tripping the big brute in front of him so he can make his escape. Sure other then that its not good, but at least its there. Monsters would use the shit out of it.
I'm not saying it makes a difference in balance, I'm telling you the reason it isn't an encounter ability, is because they don't want to give more encounter abilities to some characters than others.
So... why do strength guys already have the most encounter abilities then?
Last edited by Verbannon on Mon Jul 11, 2011 6:08 pm, edited 1 time in total.
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Post by Chamomile »

One, tripping is useful to non-strength builds, therefore non-strength builds should have that option, two, in terms of narrative I should be able to trip a guy and then stab him while he's down because that works in real life and it adds nothing to either gameplay or narrative to take it out, three, this:
So... why do strength guys already have the most encounter abilities then?
Is again highlighting 4e's flaws while trying to defend it.
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