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Switch to Forum Live View November rules update/errata
4 years ago  ::  Nov 17, 2009 - 9:04PM #11
ARlife
Date Joined: Nov 22, 2006
Posts: 143

Nov 17, 2009 -- 3:59PM, soccerref73 wrote:

The Global Admins haven't had any opportunity to review the errata and our boss (Mr. Tulach) is out of the country for a couple of weeks.  In general, we want people to use official updates as soon as they become official, but at the same time, there are so many changes in this update that will affect character builds and magic items, I do think we will need to offer some kind of "trade-in program" for people with affected items.  Exactly what that might look like, I am really not certain. Changes to powers and feats should be able to be addressed through the rebuild rules that already exist, although we might allow a free retrain for those items, too.  

I guess what I would say is, if you can use the updates right away without needing massive guidance from the campaign staff on how to fix your character, then you probably should use them right away.  As always, the best we can do is appeal to common sense.  

In most cases, these updates will reduce the power of item or power selections you've made, and you might like to swap those selections out, but it isn't the end of the world -- so common sense would dictate that the right thing to do is start playing with the updates.  For example, if you have a bloodclaw weapon or a rod of reaving, then you should go ahead and apply those updates.  You might eventually want to go ahead and trade that out for a different item, and I would imagine that we probably will allow those kinds of swaps to be made, but your character is hardly unplayable in the interim even if you are "stuck" with the weapon.  If a power got changed and you don't like the new version, you can retrain it at your next opportunity if all else fails, so again, it isn't the end of the world for you to start using the updated version.

About the worst-case scenario I can think of would be someone playing an avenger who had made the necessary investments of feats and magic-item selections to climb the AC tree.  That character just lost at least 3 and possibly 4 points of AC due to the changes to Armor of Faith and Improved Armor of Faith.  But you were probably up 3-4 points of AC due to the difference between leather or hide armor and cloth armor anyway.  Since we haven't issued guidance on what to do with your items yet, the easiest thing to do is probably just keep playing the character, take the AC hit and keep wearing your current armor (after all, it's not illegal to take the feats and wear heavier armor, even after the update -- you just lose the Armor of Faith bonus).  Then when we have a chance to issue some guidance on whether and how you can swap things out as a result of the update, you can make a decision about which way you want to go with your character.

Now, all that being said, if a WotC rules update leaves you with an illegal character, then you can always make the minimum necessary adjustments to your character so that you have a legal character.  But being left with a less-powerful character isn't the same thing as being left with an illegal character.




People who take silly broken items like bloodclaw or pre errata veterans armor should realize that one day, it will be nerfed and shouldnt base a character around it. I did get affected by it myself, so I will suck it up. I mean people shouldnt be coddled when they use broken rules items.  It was broken, it got nerfed. You either keep using it in its nerfed state or sell it for 1/5 price like any other item.  As far as avengers go, really? They needed the nerf most of all. It wasnt right when my guardian fighter in plate and heavy shield had a lower AC than our supposed striker. The avenger is still higher, but the gap isnt nearly as wide now. I personally was satisfied by the errata. I didnt think they were going to hit things as hard as they did, but Im ok with it. Underpowered is far more preferable to overpowered. Now if they were to change grasp of the grave next, it would be complete.











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4 years ago  ::  Nov 17, 2009 - 11:00PM #12
Mirtek
  • Dragon Slayer
Date Joined: Aug 4, 2001
Posts: 3,492

Nov 17, 2009 -- 3:59PM, soccerref73 wrote:

but at the same time, there are so many changes in this update that will affect character builds and magic items, I do think we will need to offer some kind of "trade-in program" for people with affected items.


Please make whatever exchange programm you come up with an official part of the CCG rules and stick to it in the future.

Thing is that I know people (myself included ) who abstained from getting certain magic items for fear of them getting nerfed in the next big rules update. E.g. I did not get myself Iron Armbands of Power (I know they're not in the errate, but how could I know that?) and a Reckless Weapon many games ago  because I feared that they would be nerfed (and had no way to tell whether it would come the next day or in a half year) and as a result my character has for many mods been weaker than a character with these items (1d10+7 at level 11 - yeah!).

If there's now just a trade in programm that allows the characters who used these items for all this time to trade them in with no loss, I and others have weakened ourselves for months for actually no reason at all.

Note that I am not saying that you shouldn't create such an option, just that you should create it as a clearly defined permanent LFR rule. While this of course would still mean that I have to live with the fact that I have deliberately weakened myself for no reason at all, I and all other would at least have a clear directive how this will be handled in the future on which we can all base our next decisions regarding stuff that might get an errata.

So what I am saying: either keep it as the all or nothing gamble (aka enjoy them while they last, live with the lost slot/money once they're fixed - anyone just has to live with the risk) or create an assurance rule (so that we don't have the people who due to fear of comming errata abstained from taking these items in the first place be the fools) on which we can rely for all future updates.

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4 years ago  ::  Nov 18, 2009 - 12:05AM #13
Alphastream1
  • Dragon Slayer
  • If only he would apply himself
  • Dammit Jim, this is Star Trek, not D&D!
Date Joined: Jan 31, 2006
Posts: 4,660
That's a really good point, Mirtek. I've done the same at times (not going melee with my warlock), while embracing cheese at other times (Guileful Switch - so much fun!).

I'm torn on what should happen. I largely want to say that players should deal with it. You enjoyed something, it changed, you sell it. But, as others point out, it can make a PC suddenly very weak. And, many broken things can be used by non-broken PCs in non-broken ways. A leader with bloodclaw could get a small damage boost, for example, with little issue.

Regardless of what path is chosen, it would be good to see one rule so the repercusions of choosing cheesier things is clear.
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4 years ago  ::  Nov 18, 2009 - 2:58AM #14
gomeztoo
Date Joined: May 11, 2005
Posts: 2,797
*rant on*

I can't shake off the feeling that allowing rebuilds after errata is playing favorites with the cheesing powergamers.
I mean, why can't I change powers and feats every time a new Dragon comes out? Same issue, really - I am crippling myself with not being able to take every new overpowered and obviously never playtested item that appears in Dragon. It makes my character weaker. I need a rebuild every month!
Besides, what are people going to rule?
Issue specific rules for every change?
If an item is erratad, you can sell it for full price?
If anything is errata, you can instantly replace if for free?
If there is new errata, everyone gets a free rebuild?
Not really in favor of any of this, really.
I know this is just emotional, not rational, but it annoys me as hell that people use an overpowered item for months, bragging about its awesomeness on all the boards, then complain they are crippled and useless when it is nerfed...

*rant off*

Gomez
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4 years ago  ::  Nov 18, 2009 - 4:23AM #15
Bigfluffylemon
Date Joined: Nov 10, 2003
Posts: 719

Nov 17, 2009 -- 9:04PM, ARlife wrote:



People who take silly broken items like bloodclaw or pre errata veterans armor should realize that one day, it will be nerfed and shouldnt base a character around it. I did get affected by it myself, so I will suck it up. I mean people shouldnt be coddled when they use broken rules items.  It was broken, it got nerfed. You either keep using it in its nerfed state or sell it for 1/5 price like any other item.  As far as avengers go, really? They needed the nerf most of all. It wasnt right when my guardian fighter in plate and heavy shield had a lower AC than our supposed striker. The avenger is still higher, but the gap isnt nearly as wide now. I personally was satisfied by the errata. I didnt think they were going to hit things as hard as they did, but Im ok with it. Underpowered is far more preferable to overpowered. Now if they were to change grasp of the grave next, it would be complete.




I agree in a way, but a lot of things that I didn't see coming got hit with the nerfhammer.

Case in point, the rod of reaving. It says in the updates that this was specifically to whack the 'reaving/corruption' combo, but I never used that. I just used the rod as a convenient way of triggering my warlock's pact boon every now and again. Killing one minion a round with a minor action and getting your boon may be good, but it does have the opportunity cost of not cursing a more juicy target.

I'm not going to weep to much about the item, I'll just sell it and move on. But I will have to reassess my battlefield tactics somewhat. Given that it's hard enough to make warlock's effective, I don't think they were in particular need of the beating.

The errata in general I'm massively in favour of.

I am in favour of a trade-in program for people who chose an item as a bundle that has been nerfed. Bundles are a valuable resource, and I am sure a lot of people would not have picked up certain items in their current form (it also works the other way - I have overlooked certain bundle choices that I would have taken now that my cloak of distortion and rod of reaving have been whacked. Oh well.)

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4 years ago  ::  Nov 18, 2009 - 5:17AM #16
soccerref73
  • LFR Global Admin
Date Joined: Aug 11, 2006
Posts: 581
I'm a bit bemused by the idea that people who bought or chose magic items that have now been updated have been cheating and therefore somehow deserve to be punished.  Last time I checked, the definition of cheating didn't include "playing a game according to its rules."  It isn't the players' fault that some of these items were overpowered.  A lot of them showed up in adventures as treasure bundle options; in some sense, you could say that we were encouraging people to take them, since the character wealth value of a found item above your current character level is higher than the character wealth value of pretty much any other option available in the campaign.

One of the features that people like about a Living Campaign (as opposed to the D&D Campaigns model with fixed level bumps) is that your character grows and has continuity over time.  Except, of course, that the rules of the universe arbitrarily change on a sporadic and unpredictable basis.  So whose fault is it, exactly, when the designers of D&D put out a game and say "here is our game, these are the rules" and then people have the audacity to play the game according to the rules?  I would say it's nobody's fault; the designers did the best job they could at the time (and having done design, development, and editing work for published RPG products, I can assure you, there is never enough time) and they are now continuing to do the best job they can by fixing those things that they have now realized they should have done differently.  But on the spectrum of people who one could potentially "blame" for the existence of overpowered items and abilities, I would have to say that the players ought to be at the very bottom of that list, if they are even on the list at all.

I'm not saying that we will or won't allow people to swap out affected items.  It's being discussed on the Global Admin list (and to the poster who wished for us to establish a permanent, consistent policy for these situations and enshrine that policy in the CCG, I hope and believe that you are going to get your wish).  I just want to be clear that whatever we decide with regards to how to treat items, class features, feats, powers, etc. that were affected by the updates, it has nothing whatsoever to do with trying to punish or reward anybody.  It simply has to do with trying to determine what is fair in the context of the organized-play environment -- what is the right thing to do when the rules change, and people already made decisions in good faith based on the old rules, and one of the defining characteristics of the campaign is that you cannot easily revisit those sorts of decisions once you make them?  In general, players only get to voluntarily make certain types of changes to their characters, and even then are only allowed to make those certain types of changes under specific, restricted circumstances (such as gaining a level), or have to pay a cost to undo decisions (such as selling items at 20% of market price while buying them at 100%). So when a whole bunch of involuntary changes get handed down from above, I think reasonable people can disagree about what is the right way to handle that situation fairly.
Talk to you later --

Sean
----
M. Sean Molley | sean [at] basementsoftware [dot] com
LFR Global Administrator
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4 years ago  ::  Nov 18, 2009 - 5:56AM #17
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,449
My impression is that there are two sides.

The first says that since treasure bundles are supposed to become useless once every 5 levels (assuming Transfer Enchantment cannot solve it and the item truely becomes useless), and powers and feats can be retrained so why go through all the pitfalls* in free exchange and retrain. Especially since without such an errata if new material becomes available they themselves have to wait. 

Pitfalls: the biggest problem with a free item exchange lies in bundle selection. There is an inherent unfairness in allowing a free full exchange of a chosen item for full gold or another item. The only thing that might work is to open up the bundle and provide the PC with the amount of gold they would otherwise have gotten if they had selected the extra gold option. But what if they improved the item?

The other side points out that some changes can truly weaken a character to become very difficult to enjoy or become downright illegal. Why force those PCs through several levels of play because R&D changed some things?

Personally I am split up. I don't want to ruin the fun of the players, but at the same time I am having difficulties seeing what is a fair sollution that avoids all the pitfalls of a free instant retrain...

So do people have some good suggestions on what is fair and easy way to resolve this?
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4 years ago  ::  Nov 18, 2009 - 6:50AM #18
Frobi-Wan_Kenobi
Date Joined: Feb 20, 2002
Posts: 68

I don't believe that there is a easy answer for this. 

My main PC is affected greatly by the Rod of Reaving errata - he has been carrying a +1 around since he found it more than a year ago then a week and a half ago I grabbed a +3 version since the bundle was any +3 implement and that was an offer I couldn't refuse.

I would just hope that this fix isn't the same as the Veteran's Armor fix where you were allowed to pick from the bundles you had access to.  I don't have all of the adventures so I can't just pop open pdfs until I find something I'd like (now I have heard that there is a "spoiler sheet" that lists all of the loot from any LFR game but I have not come across it nor do I have the compulsion to search for it since that would ruin a lot of the fun for me) so that option would most certainly fall into the not simple category.

Now for my recommendation for simplicity while keeping the spirit of the new lase fare RPGA is:

Items: swap out for another like item (implement for implement, armor for armor, weapon for weapon, etc) of equal or lesser level.

Feats: swap out for another feat you're allowed to take.  If your PC had a series of feats tied to a particular rule change you are allowed to swap all of them at this time.

Powers: swap out for another power you're allowed to take.

Can't wait to see what is official but with the holiday weekend coming along with a number of games I hope the call is made sooner rather than later.

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4 years ago  ::  Nov 18, 2009 - 7:07AM #19
Joe_Shill
Date Joined: Mar 28, 2009
Posts: 273

Nov 18, 2009 -- 5:17AM, soccerref73 wrote:

I'm a bit bemused by the idea that people who bought or chose magic items that have now been updated have been cheating and therefore somehow deserve to be punished.  Last time I checked, the definition of cheating didn't include "playing a game according to its rules."  It isn't the players' fault that some of these items were overpowered.  A lot of them showed up in adventures as treasure bundle options; in some sense, you could say that we were encouraging people to take them, since the character wealth value of a found item above your current character level is higher than the character wealth value of pretty much any other option available in the campaign.

One of the features that people like about a Living Campaign (as opposed to the D&D Campaigns model with fixed level bumps) is that your character grows and has continuity over time.  Except, of course, that the rules of the universe arbitrarily change on a sporadic and unpredictable basis.  So whose fault is it, exactly, when the designers of D&D put out a game and say "here is our game, these are the rules" and then people have the audacity to play the game according to the rules?  I would say it's nobody's fault; the designers did the best job they could at the time (and having done design, development, and editing work for published RPG products, I can assure you, there is never enough time) and they are now continuing to do the best job they can by fixing those things that they have now realized they should have done differently.  But on the spectrum of people who one could potentially "blame" for the existence of overpowered items and abilities, I would have to say that the players ought to be at the very bottom of that list, if they are even on the list at all.

I'm not saying that we will or won't allow people to swap out affected items.  It's being discussed on the Global Admin list (and to the poster who wished for us to establish a permanent, consistent policy for these situations and enshrine that policy in the CCG, I hope and believe that you are going to get your wish).  I just want to be clear that whatever we decide with regards to how to treat items, class features, feats, powers, etc. that were affected by the updates, it has nothing whatsoever to do with trying to punish or reward anybody.  It simply has to do with trying to determine what is fair in the context of the organized-play environment -- what is the right thing to do when the rules change, and people already made decisions in good faith based on the old rules, and one of the defining characteristics of the campaign is that you cannot easily revisit those sorts of decisions once you make them?  In general, players only get to voluntarily make certain types of changes to their characters, and even then are only allowed to make those certain types of changes under specific, restricted circumstances (such as gaining a level), or have to pay a cost to undo decisions (such as selling items at 20% of market price while buying them at 100%). So when a whole bunch of involuntary changes get handed down from above, I think reasonable people can disagree about what is the right way to handle that situation fairly.




I largely agree with you. But from a consumer perspective, here is where my problem lies.

I have a large number of D&D 4e books.  I bought them to use in LFR and home campaigns.  With every book release, we (the consumer) has been seeing a power increase.  There are feats, powers, and items that come out in the books that everyone knows are a step above anything similar in their class.

Now, how do we view a player who decides to purchase a superior feat, power, or item?  Do we view them as rules-cheezing cheaters who are simply trying to min-max their characters?  Or do we view them as smart consumers?  If you were a knight riding a broken down mule, and another knight came by on a warhorse - is he a rules cheezing cheater, or simply using a better tool for the job?  No smart consumer deliberately picks inferior merchandaise.  Thus we, as players, pick superior items, feats and powers for our characters. 

Now, at some point, WOTC determines by looking at an feat, item, or power (henceforth PIF)  that it is more powerful than other PIF's at the level it is being used at.  In order to maintain a game balance, they then issue errata, removing some power from the PIF.  

Really, there are two places this could be done (well, three, but I'll get to that).

1) WOTC could actually edit their material before release.  They could playtest the material.  Other companies playtest, and other companies release material that is not _expected_ to be erratted because it is "stupid broken".  By not sufficiently playtesting or editing material before release, they are failing their customers.

2) A more cynical view might be that WOTC intentionally issues high-power PIFs in order to sell more books.  A book that only gives weak choices would most probably not sell as well as a book that provides strong choices.  By allowing material to be published that is overpowered, they create a better market for their printed material.

3) So your saying, jeez joe, that's kind of harsh.  And cynical, and unprovable.  Yes.  It is.  I can accept that things get through without sufficient editing in the press to make a release date.  What then becomes important is, when you make a mistake, how do you rectify it?  Do you immediately correct the mistake so as to minimize collateral damage (players relying on material that is too powerful for its intended use), or do you let the mistake hang out there and correct it once the book sales have slowed down (thereby gaining as much profit from the "mistake" as possible)?  The fact that we are only now seeing errata on things like Rod of Reaving/Corruption, despite people having been using and talking about this for nigh on two years now, really indicates that these are not simple mistakes that are simply being corrected as soon as they are found.  It seems to indicate that the power level of PIFs at release was exactly what WOTC intended, and that in order to keep releasing future broken PIFs it is now necessary to step down the power level, so that the next wave of releases will have material which can be oohed and ahhed over as more broken than what is currently available.

Yes, I actually have a character that is strongly affected by at least three of the changes - Bloodclaw, Giant Lizard, Soldier of Faith.  I'll keep the bloodclaw, and buy a weapon for the rest of the encounter.  I'll keep the lizard, as it still doubles my speed and gives me a climb speed, and I'll retrain soldier of faith (actually haven't played with it on the character sheet yet, so it's a change I can just back out).  I'm not asking for a free anything from LFR. 

What I would like is that books WOTC releases to not need power level errata.  What I would like is some decent level of playtesting and editing.

Until I start seeing a change in the current policy of "Write It, Spellcheck It, Ship It, then Playtest It, Edit It), I'm not buying more books.  I'll have my DDI subscription, which in reality gives me everything that the books do and more (Revenant, Assassin).

"At Gencon 2010, WOTC will announce a new edition of Dungeons & Dragons." - crm(1/2010)
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4 years ago  ::  Nov 18, 2009 - 7:39AM #20
dkay807
Date Joined: Feb 7, 2007
Posts: 1,114

Nov 18, 2009 -- 5:56AM, Madfox11 wrote:

My impression is that there are two sides.

The first says that since treasure bundles are supposed to become useless once every 5 levels (assuming Transfer Enchantment cannot solve it and the item truely becomes useless), and powers and feats can be retrained so why go through all the pitfalls* in free exchange and retrain. Especially since without such an errata if new material becomes available they themselves have to wait. 

Pitfalls: the biggest problem with a free item exchange lies in bundle selection. There is an inherent unfairness in allowing a free full exchange of a chosen item for full gold or another item. The only thing that might work is to open up the bundle and provide the PC with the amount of gold they would otherwise have gotten if they had selected the extra gold option. But what if they improved the item?

The other side points out that some changes can truly weaken a character to become very difficult to enjoy or become downright illegal. Why force those PCs through several levels of play because R&D changed some things?

Personally I am split up. I don't want to ruin the fun of the players, but at the same time I am having difficulties seeing what is a fair sollution that avoids all the pitfalls of a free instant retrain...

So do people have some good suggestions on what is fair and easy way to resolve this?




Pieter,

I agree with your points. Doing nothing will only serve to generate backlash from impacted players and create long-term anxiety amongst the player base. Here are my thoughts:

While I think that refunding bundle slots and coverting impacted items into the appropriate amount of "more gold" appears to be a fair solution, it fails to address item depreciation. A player who selects an item and uses it for 5 levels usually ends up selling it at 20% when he upgrades to a better item. This reflects the heavy depreciation of PC investments in 4e. While items depreciate, bundles do not - they retain their same value as compared to a PC's net worth throughout the PC's lifespan. Allowing any PC to convert any item back into an open bundle slot circumvents that depreciation.

On the other hand, the solution of allowing PCs to convert impacted items into other items of equal or lesser value brings up a different fairness debate. We must look at this solution from two perspectives: conversion of purchased items and conversion of bundles. We have virtually no fairness issues with the conversion of purchased items because the player could have purchased the new item all along. The issue with the conversion of bundles is that the player may thus be able to obtain an item that he wouldn't have been able to obtain at his present level otherwise (i.e. the new item is not available in any module). While this is somewhat of an issue, I believe that it is strongly mitigated by the level of item depreciation we see in 4e (i.e. that new item will lose all of its value within 5 levels and will simply be sold at 20% like its predecessor would have been).

Would love to see others' opinions.

Dave Kay
LFR Writing Director Retiree
dkay807 [at] yahoo [dot] com
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