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Switch to Forum Live View 4th edition less magical?
5 years ago  ::  Jul 05, 2008 - 5:43PM #1
Toftarn
Date Joined: Jul 5, 2008
Posts: 4
Having quietly lurked on these forums for a couple of years, I  finally decided to actually say something myself after purchasing the 4e core books.

I started playing D&D 3.5 about 4 years ago, and when 4e was published, I figured the message boards would be transformed into a pro-/anti 4e flame war, and therefore decided to avoid the forums for the time being, read the new core books and form my own opinion about the new edition. So about a week ago I bought the core books.

I must say that there are a couple of things I really like about the new edition. Giving powers to every class is really brilliant. The fighter can finally do more things than simply ”attacking with his longsword”, and with his at-will and encounter spells, the wizard will always have something to do.  (after all, you play a wizard because you want to do magic).

There is however, a huge problem with the new magic system that has not (as far as I have seen) been adressed in-depth on the message boards. A problem that, in my opinion, renders the wizard class and, to some extent, the entire game, unplayable. It is not the system that is the problem (as I said, the at-will/encounter/daily spells are brilliant), but rather the spells themselves.

First of all, there are far too few spells to choose from, and they are all very similar to one another. One spell deals 3d8 points of damage and knocks the target prone, while another does the same but makes the target immobilized instead of prone, and a third damages and knocks prone characters in a small area of effect a bit away. Practically all spells seem to be useful only in combat situations (deal damage, bonus to attacks, penalty to AC and so on). Even several among the utility spells seem to be designed for use only in combat.

What happened to the other, non-combat spells? What happened to summoning demons and demanding their service? What happened to creating powerful illusions, shapechanging into other creatures or becoming gaseous? What happened to charming and dominating people, and talking to them through their dreams? It might sound silly, but even simple spells like create water and discern north gave the impression that magic was something beyond ”3d8 + charisma points of psychic damage”.

While I understand that rituals have been created to serve exactly this purpose, they are nevertheless far too few to compensate for the loss of the non-combat spells of the spellcasting classes.

It feels as if the spellcasters have lost their versatility and have ultimately been stripped down to nothing more than combat machines capable of only dealing some damage and then stunning, dazing or perhaps sliding the target a few feet. What happened to reshaping the ground, changing the weather and creating clones of yourself?

This lack of versatility also becomes apparent when you are designing adventures. When practically all magic is only usable in combat, your adventure design choices drop drastically. No more dominated barons or dukes. Not even the good old necromancer works anymore, since the core books do not mention any magic even remotely similar to animating the dead.


If we turn our attention to combat magic, I cannot help but notice the abscence of spell-like abilities as I flip through the monster manual. The player character's combat choices may have increased, but it seems to me that the monster's choices have been severely restricted. For an extreme example, take a look at Orcus, Demon Prince of the Undead. He has only three different attacks to choose from. He is a Demon Prince and yet he does not have access to any magic at all? What happened to conjuring walls of fire, blasting his enemies with negative energy and imprisoning their souls in jars? A battle against Orcus in which he can do nothing more than to hit his opponents with his rod until he runs out of his 1525 hit points does not seem to be very exciting to me.

To wrap it all up, I feel that the magic system in fourth edition focuses far too much on combat, and leaves the spellcasters with practically no spells that are useful outside a fight. This severely limits the versatility of the spellcasting classes and the game in general, reduces the flavour of the game and makes magic seem less, well, magical.

The new system increases the player's options in battle, but the lack of spell-like abilites greatly restricts the monster's options and inevitably leads to quite boring battles in which the villains is restricted to one or two different attacks.

What are your thoughts on this?

I guess I'll just have to wait for 4.5 and hope they have fixed this problem by then, but it looks like I'll have to stick to 3.5 till then.
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5 years ago  ::  Jul 05, 2008 - 8:55PM #2
rivaltuna
Date Joined: Jul 4, 2006
Posts: 74
I agree. I'm sticking to 3.5 because I simply don't like the flavor of 4.0, the way it handles, or basically anything about it. I absolutely HATE what they have done with Faerun.
I have tried the new system, me and my 4 gaming buddies agree that it is complete and utter ****.
It IS like WoW, which we won't go to D&D to play, if we wanted a tabletop mmo, we'd use the WoW tabletop RPG.
On the bright side, all the 3.5 books are on clearance :D
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5 years ago  ::  Jul 05, 2008 - 8:58PM #3
Batshido
Date Joined: Nov 4, 2006
Posts: 5,419
Ritual Magic; pg 296 of the Player's Handbook. The stuff that broke the last edition isn't there (minion creation, mental domination, make-god-get-me-stuff spells), but there's a good selection of non-combat magic and there's going to be more with every publication.

As to the rest of your post; You're entitled to your opinions, but I'd suggest giving it all a thorough play-test before you write the system off. Casters now play like everyone else, and that's the point.

I'm too tired to address your post point by point without dissolving into a rant about people who want casters to be able to do everything and how they ruined the last edition, so I'll end this here.
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5 years ago  ::  Jul 05, 2008 - 8:58PM #4
Batshido
Date Joined: Nov 4, 2006
Posts: 5,419

rivaltuna wrote:

I agree. I'm sticking to 3.5 because I simply don't like the flavor of 4.0, the way it handles, or basically anything about it. I absolutely HATE what they have done with Faerun.
I have tried the new system, me and my 4 gaming buddies agree that it is complete and utter ****.
It IS like WoW, which we won't go to D&D to play, if we wanted a tabletop mmo, we'd use the WoW tabletop RPG.
On the bright side, all the 3.5 books are on clearance :D


Did you come up with all that yourself, or does PsionX have a mailing list now?

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5 years ago  ::  Jul 06, 2008 - 3:26AM #5
clinkzdps
Date Joined: Jun 26, 2008
Posts: 507

Toftarn wrote:

What happened to the other, non-combat spells?


The game devs decided that it would be much easier to balance the game by removing such effects and making the game entirely about dealing damage. Unfortunately, some people believe that only a system that enforces balance this way can be balanced. This is probably the only reason 4e even exists IMO.

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5 years ago  ::  Jul 06, 2008 - 4:08AM #6
Kaius
Date Joined: Jun 13, 2005
Posts: 38

Batshido wrote:

Ritual Magic; pg 296 of the Player's Handbook. The stuff that broke the last edition isn't there (minion creation, mental domination, make-god-get-me-stuff spells), but there's a good selection of non-combat magic and there's going to be more with every publication.

As to the rest of your post; You're entitled to your opinions, but I'd suggest giving it all a thorough play-test before you write the system off. Casters now play like everyone else, and that's the point.

I'm too tired to address your post point by point without dissolving into a rant about people who want casters to be able to do everything and how they ruined the last edition, so I'll end this here.


Yes, it's the point of 4th edition...and that's the sad part. The point of the game seems to have changed from fantasy adventures, to tabletop wargaming. This is why wizards have been made to work "the same as everyone else"

They have balanced the game through homogeneity, in the same way that warcraft 2 was balanced. Wizards weren't broken they had the most powerful abilities at later levels but also the most drawbacks and vulnerabilities, which made them interesting.

Sure at tenth level you could pass through walls and fly, but you had a limited number of things you could do per day, you had to plan ahead. Some situations severely limited your capabilities - always relying on charming your enemies? doesnt work against undead, same with casting on a ship during a storm...good luck.

Now all the classes are operating on the same mechanic. This certainly makes some aspects of the rules much much easier to figure out, including making it very easy to make your own classes and such. But now many classes have lost their flair. So many people are complaining about the same things for a reason.

I certainly don't hate the new edition though. Most of it i really like. I have issue with the "balancing", and some other things designed to make the game more forgiving (like healing surges, milestones and such) DnD has always been unforgiving. I am just waiting for the next step in 4.5:

"yes now when you die you actually appear in spirit form at the nearest graveyard and just have to travel to your corpse to reanimate"

sound familiar?

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5 years ago  ::  Jul 06, 2008 - 4:18AM #7
Outlaw68
Date Joined: Jul 5, 2007
Posts: 1,825

Batshido wrote:

Did you come up with all that yourself, or does PsionX have a mailing list now?




You win this thread..

You sir..... get a cookie.

If you have any 4E conceptual issues or rules that you would like help with feel free to PM me.

Roleplaying since 88!

Guide To Dealing With Problematic Posters
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5 years ago  ::  Jul 06, 2008 - 4:24AM #8
ssvegeta555
Date Joined: Jul 30, 2002
Posts: 1,183

Toftarn wrote:

This lack of versatility also becomes apparent when you are designing adventures. When practically all magic is only usable in combat, your adventure design choices drop drastically. No more dominated barons or dukes. Not even the good old necromancer works anymore, since the core books do not mention any magic even remotely similar to animating the dead.


Do what I do, ignore the rules if the adventure benefits from it. In my first 4e adventure I had a necromancer, the place was filled to the brim with undead. Even though the Warlock I statted up for the last encounter didn't have animate dead spells, I still went along ignoring the rules to make the adventure fun for me and my players.

This is my way of giving a Big "FU" to the rules and do as I please.

As for the rest of your post, I agree. I miss illusions (the paltry amount of illusion in DDI is not enough for my tastes), charms, shape changing, summons, divination, transmutation and of course necromancy. In 4e it's hard to pull your own weight in battle without resorting to damage. But despite that, I will still play 4e because it's fun and enjoyable and my group asked for more. I still play 3e, so I get best of both worlds.

-I got ran over my a squirrel the other day.
-I'm going to steal my own idea.
-My fruits of labor are not fruits... *sniff* they're vegetables. *sobs*
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5 years ago  ::  Jul 06, 2008 - 4:25AM #9
Samyueru
Date Joined: Jun 21, 2006
Posts: 2,265

rivaltuna wrote:

I agree. I'm sticking to 3.5 because I simply don't like the flavor of 4.0, the way it handles, or basically anything about it. I absolutely HATE what they have done with Faerun.
I have tried the new system, me and my 4 gaming buddies agree that it is complete and utter ****.
It IS like WoW, which we won't go to D&D to play, if we wanted a tabletop mmo, we'd use the WoW tabletop RPG.
On the bright side, all the 3.5 books are on clearance :D


It's nothing like WoW. But that's your opinion, and your entitled to it. At least you gave it a try. Sorry you didn't enjoy it, and hey, good luck finding a full set of 3.5 books .

If anything I say is wrong, clueless or spelt incorrectly, it is because, I am, in general, wrong, clueless and... Well, I'm usually spelt correctly.
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5 years ago  ::  Jul 06, 2008 - 4:45AM #10
hellmute
Date Joined: Mar 31, 2008
Posts: 4,431

Kaius wrote:

"yes now when you die you actually appear in spirit form at the nearest graveyard and just have to travel to your corpse to reanimate"

sound familiar?


So does that mean you can loot your own corpse? That others will not be able to loot your corpse for like 30 minutes to give you a chance to get back to it first. Then there is only about 2 minis after that that anyone can loot it for an item or two before the corpse and all items on it decays out of existance?

Seems like I have seen that somewhere before.

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