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Switch to Forum Live View To those who did not like 4e casters, why?
1 year ago  ::  May 03, 2012 - 4:43PM #141
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,737

May 3, 2012 -- 4:33PM, benignbarking wrote:

In general, it would be useful in this forum if the 4e fans could stick to pointing out factual errors.  Most people are happy to learn something isn't as bad as they thought.  Telling the poster that, "If you jump through x hoop and y hoop, with DM permission you can get close." isn't exactly helping.  You just loose credibility. 




Its D&D - I get told by fans of earlier editions that my completely house ruled to death magic system from 1e era validates the crappy 1e magica system because D&D includes completely house rulling..

The above I could provide a link to.. and yes on these forums and and within the last few hours..

I say suck it up about the mehtods that barely tweak anything. (this is only partly sarcastic).

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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1 year ago  ::  May 03, 2012 - 4:46PM #142
benignbarking
Date Joined: Aug 22, 2007
Posts: 6

What were you able to do in past editions that you could not do in 4e?  That hasn't been mentioned already?


   My favorite trick was to only learn half my spells for the day, and then to add more as the day progressed.  With 20+ spells per level to choose from, you could usually gage from one encounter what the next was likely to be like.  So, in a way, 3.5 for example did allow for free rituals.  They just cost you 15 minutes to cast. 


What made playing a caster fun in previous editions in general?  Blasting the hell out of things in the mid levels, and being the swiss army knife of doom at upper levels.  (And yes, this isn't much different than 4e.)


What made playing a caster boring in 4e?  Having the same mechanic as everyone else is boring for me.  Also, there were a few too many things moved over to the ritual side which can really make a combat more interesting.


That's why I play Paladins and Rangers in 4e.  I hope they keep some of the 4e mechanic for those classes, just like I hope they keep some of the Essentials fighter stuff.

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1 year ago  ::  May 03, 2012 - 6:37PM #143
ORC_Arjac
Date Joined: Apr 24, 2012
Posts: 325

I have removed content because Baiting is a violation of the CoC. You can review the CoC here:

     www.wizards.com/Company/About.aspx?x=wz_...







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1 year ago  ::  May 03, 2012 - 7:43PM #144
Mablok
Date Joined: Apr 27, 2012
Posts: 503

May 3, 2012 -- 3:39PM, emwasick wrote:

Pretty cool car analogy. 




I just asked for people to use common sense.  When someone says "All the classes play the same", do you think they are saying "All the classes have identical powers and identical in every way actions?"  If you can't intuit that the first comment is not this absolute.  That the guy is saying "The play of these classes has a samey feel that is different than what I felt in prior editions".   I'm pretty stunned really when someone takes for granted he means "identical in every conceivable way".   I'm like "come on?  really?  your going to derail this thread because you can't use the slightest bit of commonsense?"

Anyway.  While I enjoyed your analogy and I am certain that is how you see it, I have to say I don't see it the same.   I guess here is my hopefully funny counter analogy.  

A car is offered me that goes 25 mph max.  It looks like a box car and handles like one too.  But someone counters that it has a awesome safety rating.  Well yeah it can only go 25mph I guess that does cut down on high speed accidents.  But hey I'd still rather have my car where I can drive a bit faster.

I guess the common point we share is that I feel that the things they did to "fix" the game of D&D broke it for me.  Those changes did not break it for you and in fact did fix many things for you.  Pretty easy to see why we like or dislike 4e.   I don't deny at the edges if I DM'd I might have to work a bit with 3e.  I don't deny that building encounters would not be as good.  I do though believe the game would still despite those things be a lot more fun.  

One of the things I fear most about the 5e team is that they think they "know" something that really isn't true.  I'm certain the 4e team thought that way.  I've gone back and read some of the early design documents of 4e and I realize now that stuff I was swallowing without much thought wasn't really universal.  It wasn't true that X is always true.  X is true for a lot of people.  But a lot of people also reject X.




 

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1 year ago  ::  May 03, 2012 - 7:49PM #145
moes1980
Date Joined: Aug 26, 2007
Posts: 331
For what 4th ed was, it was fun to play a wizard. So, even though I am about to say what I didn't like about 4th ed casters, that dosn't mean I didn't like the game.

For me, what was missing, was the aspect of hunting down scrolls and spell books to build a library of arcane knowledge. Sure, you could do that to an extent with rituals but it was not the same. It used to be the major reason for why my wizards would go adventureing, it was to find more magic scrolls and knowledge! But in 4th ed, even though your powers were still cool in what they let you do, it was a little boring to have them just handed to you each time you leveled, as well as being able to 'retrain' them when you level, so that if later on you wanted to ditch one power for another you could. It didn't make much sense to lose a learned spell and gain another like that. Sure, you could pick out a couple spells when you leveled in 3.x but that was only a sliver of the possible spells for each level. So, just like a fighter enhances his stregth by getting a +3 animated tower shield and large size +3 flaming burst keen greatsword wielded with the monkey grip feat, the mage enhanced his power beyond the recived spells each level by collecting even more spells, adding more diversity and utility.

The other element that is missing is the possibility to use spells in unique and interesting ways. For example, in 3.0  spider climb spell let you walk on walls, so I made a half elf mage thief and I was only going to take spells like jump and spider climb so I could do things like run up walls and shoot with my bow or, after picking some ones pocket on the street, I would cast jump and leap up onto roof toops and run away (this was all inspired by crouching tiger hidden dragon by the way). but in 3.5, jump required you to have nothing in your hands, and in pathfinder, it simple gives you a +10 on climb checks. So, this kind of watering down of spells also means getting rid of cool things to do. 4th ed took this to the greatest extreem, by cleaving spells into combat spells and rituals, but even the rituals were mostly boring. 4th ed did this across all classes so it balanced out, but if the balance comes at the cost of fun is it really worth it? For example, the introduction of pixy fairies I thought was really cool, but why dose their 'fly speed' not work if they fly more then 6 feet off the ground? The reason is for balance issues. But really, was that the most fun way to make the pixy fairy? Same thing with the Ealdrin's fey step. Such a cool concept, that the elf can step into the feywild, and step back, getting a teleport like efect. But in the intrerest of balance and simplicity, there was very little written about this ability beyond the fact that it granted an encounter teleport ability. Why not make it more exciting? Spell it out that the character is entering the fey wild when using this ability, and thus structures, while similar, could be different since everything is overgrown with nature (the oppisite of the shadow fell). Why not make it a twice per day ability, but there is no time limit as to when you use your second use to come back to the prime material plane? Then add a little blurb saying "do not stay for to long in the fey wild for it is infested with dangerious creatures. And do not stray to far from where you entered, for it is easy to get lost and then you will have no idea what location you will be in when you come back to the prime material plane." Alot more interesting things can go on when a power's description is expanded beyond its quick refrence box of "encounter utility, teleport 6 squares" but it all gets shoved out of the game in the name of balance in 4th ed. Same thing with certain spells like mirror image, it was so much more fun when it actually made copies of you that had to be hit and then would wink out instead of just a plain +4 or +6 AC bonus (I dont remember which it was). 

4th ed did get it right when at the same time they made fighters more interesting and fun to play. While I talk about all the cool stuff I used to be able to do with wizards, it is not my intention to run all over other classes. Fighters became really cool in 4th ed, with being able to push, pull, mark, get temp hps, activate battle stances, chose different fighting styles that were class features and thus not a feat tax. It was neat how using different weapons with different powers gave nice boons. Fighters need cool things to do too and that should be the focus instead of making wizards more boring. After all, if you make wizards boring, but not make fighters more interesting, the fighter fans are still dissapointed that they dont have a more interesting class to play, and now the wizard fans are upset too because they lost the cool stuff they could do. So, instead, come up with stuff for fighters to do. I think when we talk about balance, it should not be in the sense of balancing every + and - to a T but should be making sure that every class is balanced in that they can do fun and interesting things, and give players a chanch to be creative with the class (see 'mighty deed of arms' in DCCRPG for an example of how awsome fighters can be without having to ramrod all the classes into the same shape. It relates to what I think Monte was getting at with his article on trick dice). 

So, basically, for DnDN, try to make each class feel different by having different features and abilities, not just slightly different aedu routines. Make each class have the possibility to do interesting things, which are not neccesarly combat related. Bring back the rouges ability to hid in shadows (that is, there is shadowy illumination? I make a check and succed, and so I dissapear into the shadows, becoming invisible), spice up fighters specialization abilities to do more than just a bonus to hit and damage, but grant at will like attack powers, and give them fighting styles that progress with level advancment, without it being a feat tax (for exampe, two weapon fighting style at level one means when a monster misses you you get a counter blow, representing your parry with off hand and counter strike with main hand. Then at level 3 it grants you a bonus to AC, then at level 5 if your first attack hits you get to make a second attack). Let them learn how to do things like push, pull, mark, trip, sunder, stun, blind, grabble, etc. Let only fighters, the most physically atheletic, get second wind, an ability to regain hps in the heat of battle, give them fighting stances that they can use and that change how they fight, and dirty tacticts taht only work the first time on an enemy, such as hidden dagger, or throwing dirt in the eye to blind an enemy. Maybe the fighter could start with the basic profecency in each type of fighting (sword and board, great weapon, and dual wield). Then, as they level, they can chose to imrpove these styles, along with getting a fighting stance every so often that can be combined with they style to create interesting combos. 

Then, you can have wizards be vancian, and just clean up the vancian rules so you dont have people trying to abuse weaknesses in the rules. IMO, I think cutting the number of spells down would be fine, and design the spells around Defensive (or escape), offensive (which can be damage or controlling), and utility, with a number of each type for each scool. So there might be three necromancy spells at level one, with each one being a defensive, offensive, and utility. So the level one spells for necromancy could be false life (defensive, giving temproy hp), ray of enfeeblment (gives an enemy a penaltiy to strength based actions as an offensive), and detect undead (utility). So if I want to play a necromacner all my bases are covered. Or, if I wanted to be a conjurere then maybe the level one spread would be summon mist (defensive granting miss chanch), summon monster (attack) or summon invisible servent (utility). Or, a player could mix spells from different schools if they want to be more generalist.

These spells sound awsome but if they are all dailies that have to be prepared in advance (no spending 15 minuets to prepare what ever you want when you want in the middle of the adventure nonesense), and the spells per day is controlled, it can be made to work out pretty well. (for example, dont have the number of 1st level spells grow to 4-6, keep it at around 2-3, but keep low level spells relevent even at higher levels. Just like the cleave feat/ability for a fighter is not pointless at high level, a sleep spell should not be capped at 4 hd and made useless at high levels either).  
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1 year ago  ::  May 04, 2012 - 12:45PM #146
Ed_Warlord
Date Joined: Feb 13, 2012
Posts: 658

May 3, 2012 -- 9:45AM, Gnarl wrote:

To a lot of us, 4th edition magic sucks. The reasons might be unfounded but there are a LOT of people that feel that way which means that they failed miserably somewhere.

I was hoping this thread would help identify why... But if you guys are going to assault everyone that says something bad about 4th edition magic in a thread called 'why didn't you like it', nothing constructive will come out of it.


I think for it to be really constructive, everyone would have to be honest with eachother, and with themselves. 

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1 year ago  ::  May 04, 2012 - 1:32PM #147
Scottevil912
Date Joined: Oct 12, 2005
Posts: 1,630

May 3, 2012 -- 4:46PM, benignbarking wrote:

My favorite trick was to only learn half my spells for the day, and then to add more as the day progressed.  With 20+ spells per level to choose from, you could usually gage from one encounter what the next was likely to be like.  So, in a way, 3.5 for example did allow for free rituals.  They just cost you 15 minutes to cast. 




Well, assuming that you had proper light & climate of course, and I wouldn't say it was free - you still have to have any material components and then you have the time to cast the spell, though that's a bit nit-picky.

What made playing a caster boring in 4e?  Having the same mechanic as everyone else is boring for me.  Also, there were a few too many things moved over to the ritual side which can really make a combat more interesting.




Just curious, are you speaking of the base mechanic (i.e. AEDU structure)?  Or do you include diving down further than that?  I will agree that straight up damage spells tended to basically the same as an attack from another character, especially when you have an attack roll that no other characters had, but many powers did things no other classes could.  

Also I thought there was way to cast rituals as a standard action, perhaps not all the time but at least as a daily, I thought it was a paragon path.

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1 year ago  ::  May 04, 2012 - 1:33PM #148
TrueMallowman
Date Joined: Aug 11, 2006
Posts: 283

May 3, 2012 -- 7:49PM, moes1980 wrote:

The other element that is missing is the possibility to use spells in unique and interesting ways.




While I'm much more a fan of 4E than 3.5 overall, I do see the value of this.  Basically, my main issue with how 4E is designed is that it's overconstrained, and has gotten more so as the edition's progressed with the steady locking up of feat slots on mandatory picks and the introduction of utility powers in every slot that are needed for combat parity, shutting down the ability to have out-of-combat flexibility and combat parity in the same character.  It's possible to get back the flexibility 3E powers had and build the game with that assumption.  The only thing most of us ask is that the developers be fair about it.  You can't give wizards back everything they used to have and still say to fighters "well, you can hit stuff", you have to give them cool, flexible stuff too that's not just a bonus to attack rolls.

For instance, why should spider climb be a wizard spell?  Why should magic-users get that?  Why shouldn't it be a rogue ability, to be so good at climbing that with a little focus they can scale impossible cliffs and cling to even the tiniest imperfections in a polished wall?

Why should zone of truth be a cleric spell?  Why shouldn't fighters, with their incredibly honed senses, be able to pick up the tiniest hints that the duke is lying while the bard's chatting him up, hints even the bard doesn't see?  Why shouldn't they be able to exert their presence such that even the most consummate of liars can't keep their cool with the man in full plate and carrying a sword tinted red with blood glaring at them as if peering into their soul?

Why should the limit on a high jump be eight feet for a twentieth-level character when a fifth-level wizard can fly?  Why shouldn't a character who invests the right resources be able to Jump Good?  Not everyone, but someone who wants to make that investment should be allowed to, without needing magic for it.

I don't ask that magic-users give up everything, but they have so much that surely they can afford to give up some of their vast wealth of abilities and give some of them to the other classes.  As long as everyone has things they can do which have equal potential for creativity and flexibility, it's fine, you can build the challenges to be appropriate for that.  The only thing I and I think anyone who loves 4E asks is that those abilities don't just all get hoarded by a select group of classes while the rest are stuck with nothing more than what a normal man can do.

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1 year ago  ::  May 04, 2012 - 2:02PM #149
emwasick
Date Joined: Oct 7, 2007
Posts: 4,043

May 4, 2012 -- 12:45PM, Ed_Warlord wrote:

May 3, 2012 -- 9:45AM, Gnarl wrote:

To a lot of us, 4th edition magic sucks. The reasons might be unfounded but there are a LOT of people that feel that way which means that they failed miserably somewhere.

I was hoping this thread would help identify why... But if you guys are going to assault everyone that says something bad about 4th edition magic in a thread called 'why didn't you like it', nothing constructive will come out of it.


I think for it to be really constructive, everyone would have to be honest with eachother, and with themselves. 



I think I need some Ed_Warlord in my sig. My only hope is that I am not at some level being hypocritical.

Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

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Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?


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TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon.

A word of warning though: I'm totally not a level appropriate encounter.
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1 year ago  ::  May 04, 2012 - 5:27PM #150
Gnarl
Date Joined: Dec 2, 2002
Posts: 1,476

May 4, 2012 -- 12:45PM, Ed_Warlord wrote:

I think for it to be really constructive, everyone would have to be honest with eachother, and with themselves.




I don't understand . What are you trying to say exactly?

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