Showing posts with label 4th edition. Show all posts
Showing posts with label 4th edition. Show all posts
Thursday, March 22, 2012
Sunday, March 11, 2012
4th Edition debriefing -- planting the seeds
After my whining, I have to say the 4th edition game was not as horrid as I was expecting. We managed to get through four encounters or so in a 4-5 hour slot interspersed with a short meal break. But I managed to have a short conversation with Brodie, the DM, afterwords.
I proffered this pearl of wisdom: we could have played the entire session under any version of D&D rules. Given the setting (dungeon-like tombs, filled with tricks and traps and magical power nodes), there was nothing 4e-specific. Brodie admitted this was true and related a tale that he enjoyed 2nd edition the best, simply because he could strip it down and houserule it to let it run the way he wanted. He also owned up to the fact that he was not able to use all of the 4e critters' powers optimally because of their quantity and his limited preparation time due to his real life schedule.
I then offered that the battlemat was required in 4e (as it was, for the most part, in 3.x). He agreed and reflected that they didn't even use miniatures in his house game until 3e came out. In fact, the battlemat actually got in the way of the game -- we became so habituated to looking at it instead of listening to the DM's description that we missed something incredibly obvious that nearly caused a character death.
Another factor, for me anyway: flipping through pages of "power cards" was not really adding to my gaming experience -- and I've been playing this character for the last six of his 11 levels. I had played 4e previously, too. I had that moment where I realized I understood 4e as much as I was going to and I had no desire to learn more. And that level of knowledge is inadequate for my comfort level.
Looking back, the game mechanics that were actually utilized in this session were essentially combat, spells (combat and rituals, in 4e parlance) and skill usage. We could have played the same game, the same story, and had a better pace and a lot more FUN with a leaner, stripped down, less wargamey system.
It was a moment of clarity for me and I think a realization for Brodie, too. Among my epiphanies: anyone publishing content needs to make it as rule-neutral as possible, since everyone houserules, and to not design settings, scenarios, and even monsters and treasures with game mechanics in mind.
I proffered this pearl of wisdom: we could have played the entire session under any version of D&D rules. Given the setting (dungeon-like tombs, filled with tricks and traps and magical power nodes), there was nothing 4e-specific. Brodie admitted this was true and related a tale that he enjoyed 2nd edition the best, simply because he could strip it down and houserule it to let it run the way he wanted. He also owned up to the fact that he was not able to use all of the 4e critters' powers optimally because of their quantity and his limited preparation time due to his real life schedule.
I then offered that the battlemat was required in 4e (as it was, for the most part, in 3.x). He agreed and reflected that they didn't even use miniatures in his house game until 3e came out. In fact, the battlemat actually got in the way of the game -- we became so habituated to looking at it instead of listening to the DM's description that we missed something incredibly obvious that nearly caused a character death.
Another factor, for me anyway: flipping through pages of "power cards" was not really adding to my gaming experience -- and I've been playing this character for the last six of his 11 levels. I had played 4e previously, too. I had that moment where I realized I understood 4e as much as I was going to and I had no desire to learn more. And that level of knowledge is inadequate for my comfort level.
Looking back, the game mechanics that were actually utilized in this session were essentially combat, spells (combat and rituals, in 4e parlance) and skill usage. We could have played the same game, the same story, and had a better pace and a lot more FUN with a leaner, stripped down, less wargamey system.
It was a moment of clarity for me and I think a realization for Brodie, too. Among my epiphanies: anyone publishing content needs to make it as rule-neutral as possible, since everyone houserules, and to not design settings, scenarios, and even monsters and treasures with game mechanics in mind.
My Regular Game and the 4th Edition Rant
My longest-running regular game meets today. Run by my friend (and best man) Brodie, it's a homebrew 4th edition campaign. It's story-heavy, which is the only thing that's kept me in the game beyond friendship. The group itself is wonderful. Of the six players, two are women. Everyone is an adult in their 40s with jobs and their own personal living space. I enjoy their company and have socialized with all of them in non-gaming settings.
And yet I have to drag myself to this game -- my loathing for 4th edition is that strong.
The "I hate 4th edition" ship has sailed long ago. Like many in my demographic, I tried to like it. I bought the PHB and the Martial Powers warrior builder book. I have suffered through two campaigns using this ridiculous rule system. I have a mind to show up today with my Red Box (Erol Otus cover) Basic Set or Pathfinder and dare Brodie to switch rule systems.
My character -- a tiefling wizard I inherited -- has hit 11th level. So now I must choose a "Paragon Path." None of the paths in the PHB fit my concept. My character is an egotistical bastard with an occasional nice streak. I suppose I'll have to search on Brodie's WotC "insider" program to find an acceptable path from the various supplemental material out there.
The case against 4th edition:
And yet I have to drag myself to this game -- my loathing for 4th edition is that strong.
The "I hate 4th edition" ship has sailed long ago. Like many in my demographic, I tried to like it. I bought the PHB and the Martial Powers warrior builder book. I have suffered through two campaigns using this ridiculous rule system. I have a mind to show up today with my Red Box (Erol Otus cover) Basic Set or Pathfinder and dare Brodie to switch rule systems.
My character -- a tiefling wizard I inherited -- has hit 11th level. So now I must choose a "Paragon Path." None of the paths in the PHB fit my concept. My character is an egotistical bastard with an occasional nice streak. I suppose I'll have to search on Brodie's WotC "insider" program to find an acceptable path from the various supplemental material out there.
The case against 4th edition:
- "Roles"
- "Encounters"
- Everything keyed to challenge ratings
- Near-impossibility of death
- Paragon Paths
- The entire "powers" concept -- I feel like a pro wrestler with my own finishing moves.
- The game serves the rules, rather than the reverse
- Tactical wargame feel
- Combat takes forever
- Binary Skill system does not allow for customization
- No saving throws -- DM rolls an attack roll. "Save" to end an effect.
- No save or die
- wholesale changes to established settings to shoehorn Dragonborn and Tiefling into the mix
- abandonment of Greyhawk
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