![Smile :)](./images/smilies/icon_smile.gif)
If you have more fun your way, then by all means do that.
And yeap, I meant stairs, not ladder. My mistake.
I'd recommend checking out the DMG and MM in regards to this.Snake wrote:This very aspect that makes it more enjoyable for players I can see making a DMs life a nightmare and quite complicated. Now if a DM wants to make NPCs for the group to fight, they have to worry about the NPCs weapons, skills, feats, magic items, and gear like before, but also their spells, prayers, or exploits now regardless of the NPCs level. They also have to remember all those abilities or find themselves flipping through the book constanly looking for several things for several enemy NPCs. I know if you get the character sheets Wizards sells, you get cards for the encounter powers, at will powers, and daily powers, but that is just one more thing to photo copy and keep for EVERY NPC you have the group fight.
No more than 3e. And there's now a limit to the number of times someone can be healed in a fight, unlike high-level 3e games where the clerics can just keep healing the tank until the cleric runs dry.Snake wrote:Healing surges are a nice touch, but on the flip of that, I can see battles dragging out now because too much healing is going on.
Knowing the game yourself is half the battle. I suspect 3e comes off as easier just because you have the answers more readily.Snake wrote:As far as ease of learning goes I really don't see how this edition is easier to teach/learn than 3rd/3.5 was. There is so much more to remember and handle that it can be quite daunting. I tried teaching my girlfriend 4th and it failed horribly. I then tried 3.5 and it was much smoother. She felt the character sheet flowed much smoother and made more sense; I have to agree after analyzing both. Attacking in 4th edition just seems to be made more confusing with the Str vs. AC, Dex vs. AC, and boxes everywhere on the sheet. 3rd edition just seemed better explained and smoother to follow, I think.
I remember flipping through the 3e PHB looking for the difference between standard, full-attack and full-round actions. Or if you could take a move action then a 5-foot step.Snake wrote:Plus, I found myself having to flip through the entire book to get a full explanation on how action points work, how attack bonuses work, etc.
He's got it all wrong. I want to play a Cleric who worships the god of Death and Renewal who has a minor attribute in Agriculture. He is a calm individual who sees helping people pass over into his god's realm while helping those left behind cope as his true religious mission. He is kind and will go out of his way to help others. He doesn't enjoy killing though, as he perceives killing as interfering with his god's will. So do the new rules help me build such a character? The last thing I want to play is a cleric wearing a big white t-shirt that says "Defender" on it."I think roles will be one of the main sticking points for some people. Some will find them restrictive, as you wont be able to make a Cleric who is a controller or a Wizard who is a defender - but to me they are a good guide to suggest to players what class might appeal to them most. Me? I like strikers and controllers, but occasionally a good defender is fun to play too."
Always good to encourage more roll-playing in D&D which has always skirted the edge of not being a role-playing game at all. Note that you can't specialize in a set of skills anymore to try to give your character flavor. All Wizards of the same level have the same skills at the same level of ability."....In actual play this proved to be a lot of fun and encouraged some creative roleplaying as players tried to figure out which of their strong skills could be used to help with the challenge. They do seem tough DCs, and some players found the structure lead away from immersive in character talk to the old "my character says something about how this is a good plan..." type talking."
I wanted to reach through my screen and smack this guy after reading the above. I wonder if he's ever actually played a role-playing game?"But some weapons just seem pointless. Consider this example - why would a rogue ever choose a hand crossbow over a sling? Both do the same amount of damage, have the same bonus and properties. But the crossbow is 25 gp and weighs 2 pounds while the sling costs 1gp and weighs nothing."
Yes, it's always good to take something fantastical and out of the ordinary and make it commonplace."I could almost say the same for Magic Items. Fourth Edition is swimming with magic items. Personally, I like this. But I can see other players wanting a less "magical" fantasy game being frustrated. "
I'm beginning to see. This is a review of 4th ed D&D by The Munchkin Man. One of my favorite all time 2ed characters was a paladin who had Discern Lie instead of Detect Evil. Part of his job as a paladin was to act as a roaming circuit judge (and executioner). Discern Lie was way more helpful than Detect Evil. Of course it didn't help much in combat or while wandering around dungeons so I suppose the author would consider it worthless."This is a inspired design choice - allowing all PCs to choose a feat that grants them magical ability....there are a couple of cases where it seems that thought did not go into a few of these rituals. For example, Discern Lie seems a waste of a spell."
I have to strongly disagree with this. The more editions we get, the less arbitrary the system gets. 1e is pretty much a lesson in chaos and disorder with none of the rules working together at all and everything written because that's the way things made sense to the author.HuManBing wrote:...but as successive editions come out, the progression has been more and more complex, and with greater degrees of arbitrariness thrown in.
This very aspect that makes it more enjoyable for players I can see making a DMs life a nightmare and quite complicated. Now if a DM wants to make NPCs for the group to fight, they have to worry about the NPCs weapons, skills, feats, magic items, and gear like before, but also their spells, prayers, or exploits now regardless of the NPCs level.
Healing surges are a nice touch, but on the flip of that, I can see battles dragging out now because too much healing is going on.
Splitting up the classes and other core elements into several Player's Handbooks, DMGs, MMs, etc is just a crude attempt to make more money in my opinion. Wizards did this in 3rd edition, but the core elements were in one book; the base classes weren't divided into several books.
He's got it all wrong. I want to play a Cleric who worships the god of Death and Renewal who has a minor attribute in Agriculture. He is a calm individual who sees helping people pass over into his god's realm while helping those left behind cope as his true religious mission. He is kind and will go out of his way to help others. He doesn't enjoy killing though, as he perceives killing as interfering with his god's will. So do the new rules help me build such a character? The last thing I want to play is a cleric wearing a big white t-shirt that says "Defender" on it.
Note that you can't specialize in a set of skills anymore to try to give your character flavor.
(Another thing I hate. Redefining role to be where you fit in combat instead of where you fit in the story. Sorry, that's roll-playing not role-playing.)
I have to agree in part and disagree in part. The mathematics got less arbitrary in the jump from 2nd to 3rd. The opposed roll mechanic was excellent, much better than the "flat chance of success" mechanic you saw in 2nd. They also ironed out the dice rolls to mostly d20s instead of the d100s and d20s you saw in 2nd.Jester of the FoS wrote:The more editions we get, the less arbitrary the system gets.
In what prior edition could you take sneak attack without being a rogue? or learn loads of weapons without being a fighter? The very fact that the 3e multi-class system allowed you to "take a level of fighter" (a concept which simply didn't exist before) made it more flexible by its very nature. Now, I know you are leaning to extreme flexibility and away from classes entirely, and I admit that's a tempting prospect. But there's no way that 3e class progression is more arbitrary than 1e or 2e. Do you know the hoops you had to jump through in past editions to break out of a single class's features? As much as cherry-picking classes is decried sometimes as munchkinism, I think it offers very customizable characters. (which 4e sadly lacks. See, I'm on topic.HuManBing wrote:But the character and class progression has definitely become more arbitrary. Want to be able to sneak attack? You'll need a few Rogue levels. Same with evasion. Want to be able to use loads of weapons? Take a level in Fighter. You can't get DR unless you take some levels in Barbarian.
Agreed, and if classes aren't your bag, you're right.. time to move on. I happen to be a fan of a little bit of structure, but with some flexibility, and I guess that's why I like 3E so much. I do think that having some restrictions on classes is inherently balancing. You can't drop all your XP on one specialty, because each class level has pros and cons. Even if there are outlying class levels that are not exactly balanced, it's a lot easier to balance than just picking and choosing abilities.HuManBing wrote:As for the class arbitrariness, I don't think you're taking my conceded points. The numbers involved are more intuitive, sure (like equal XP... which 4E has for some reason thrown out again) and multiclassing is easier. But it doesn't change the underlying rigid separation between classes.