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2 years ago ::
Mar 14, 2011 - 5:13PM
#1
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Ok, I've been playing D&D since 1991 and took a hiatus during all of 3.x; I have come back to the fold with 4e and am running a very successful campaign. I got the PHB and such and like many 4e detractors, was immediately grumbly about "Where is D&D? Why are all the classes the same?" and had a negative view. Anyways, I started playing (DM'ing really) and have had a blast playing the game. Yet, something still doesn't sit with me (outside of ritual casting, I am still not a fan of EVERYONE being able to ritual cast, but that's beside the point) I was reading some of the forums and much of what is complained about over the years of posts is the fact that all powers for all classes tend to have (quoted from a post long ago) In 4th, you find there are maybe five powers: 1) Deal damage 2) Deal damage + move, 3) Damage + move foe 4) Damage + heal yourself 5) Damage + status effect . now look at 3.5 powers damage status effect sv or die for the most part that's it, seriously look at the spells and abilities.
So, here's the thing, the formatting of the powers makes it easy to discern the mechanics of the action, but it doesn't really tell you what the power does! There is a snippet of flavor text, but outside of that, you basically have a power block that looks bland and lifeless and is the same across all of the classes. So, many people have boiled the powers down to being different names for the same thing across all of the classes. Here is an example: Confounding Arrows - Ranger Attack 15 - Your targets won't know what hit them.
That's it, sure there is the mechanics below, but that is just like the mechanics of EVERY other power for EVERY other class. There is nothing that makes it FEEL ranger, or gives you a clue as to how you could use it a different way. I think if the powers were fleshed out quite a bit more, especially with a broader overall description of what is actually going on, (coupled with different formatting for each class, or for each power source maybe) I think a power like confounding arrows would have a lot of stuff it could do, and flesh out the description to be used creatively by a player in combat and non-combat situations alike. Want more? Read the description of the WEB spell from 2e to 3e to 4e, it leaves a lot to be desired in its new iteration IMHO. I like the idea of using powers outside of combat and I like the idea of powers having a lot of class-centric flavor (which you got in a haphazard fashion simply by DESIGN in the older editions) I think that is the main bone I have to pick with the game, and why I don't get the same feeling when choosing to play a Wizard in this iteration as opposed to a Wizard in a prior edition. Playing the game is still a lot of fun, however (from a DM's perspective) I also really really really miss the spell "rope trick" and wished 4e had more of those type of utility spells. What do you think?
"If it's not a conjuration, how did the wizard
con·jure/ˈkänjər/Verb 1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.
it?" -anon
"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it." -Maxperson
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2 years ago ::
Mar 14, 2011 - 5:19PM
#2
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Date Joined:
Aug 31, 2008
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You are exactly right: 4E cut down on Fluff for power descriptions. The reason I think is that they felt such things would be better left in the minds of the players. Every player of a ranger is going to picture their character in a slightly (or drastically) different way. So rather than limit creativity by having a long description of how the ranger shoots his arrows for each attack, they leave it to our imagination.
However, Essentials has brought back a bit more fluff. Check out the two Essentials books for players; each power has a short description.
I honestly don't miss the long descriptions, but I feel short ones are very helpful for new players. I have had to prompt my new players into thinking about what their powers look like. But that actually turns out better than if there was a full description, as they come up with their own idea.
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2 years ago ::
Mar 14, 2011 - 5:22PM
#3
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Date Joined:
Sep 26, 2001
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I missed 'Rope Trick,' too, at first, but it's a Ritual in Manual of the Planes, now - 12th level ritual, mind you. (It's interesting that 4e re-did so many classic low-level 'non combat spells' as realatively de-powered utilities or high-level rituals: I think it's actually more representative of the impact they've always had on the game, when you stop and think about it).
And, yes, I think you've hit on something with the 'formatting' issue. 4e is set up more like a rule book or technical manual. It uses consistent language and consistent format to get accross mechanics, and uses very little 'fluff text.' You're given a basic idea of what a fighter or ranger or wizard or whatever is, and a vague suggestion of what each exploit or spell or other power represents, and that's it with the fluff: you're left prettymuch to your own devices with any narrative or descriptive details you want to come up with. Where you're off base, though, is in suggesting that using the same format makes classes 'the same' - conversely, that just varrying format would make the same class presented three different ways three different classes. There are some definite distinctions among the power sources and classes that are, if anything, easier to spot and understand because they do all use the same format and structure.
There's nothing wrong with having more fluff, though as long as 1) it's kept distinct from mechanics, and doesn't impact mechanics and 2) it's kept 'optional' at the player level, so that players can re-skin existing mechanics to fit character concepts.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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2 years ago ::
Mar 14, 2011 - 5:28PM
#4
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Date Joined:
Feb 10, 2009
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I think a lot of this could have been avoided if they had just made the layout for each class different. I point to the 3.5 book Tome of Magic which had three new classes, each having completely different layout to their chapters. This simple trick would fool many people out of thinking "every class is the same".
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2 years ago ::
Mar 14, 2011 - 5:29PM
#5
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Date Joined:
Nov 17, 2003
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The brevity in fluff descriptions for each power is both a good and bad thing. While it leaves each power rather bland to read, it also frees up the player to interpret their own fluff when using the power. A lot of it, in my opinion, depends on how creative the players are when describing the use of their powers.
I certainly wish more of the Utility powers were designed solely with out-of-combat uses. A whole bunch of the Utilities are really just for combat.
That said, creative players can come up with multiple out-of-combat uses for their attack and utility powers.
As far as rituals, I think they are one of the best ideas in 4E. The biggest problem with them is there are not nearly enough (the PHB1 selection is pitifully small). Rituals also tend to cost a bit much to use and take too long to cast, but the cost can be worked around with little difficulty and there could easily be feats made to speed up casting time.
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2 years ago ::
Mar 14, 2011 - 5:35PM
#6
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Date Joined:
Mar 25, 2007
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Ah! Run for the hills! We need to use our imagination more in 4E! Gadzooks!
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2 years ago ::
Mar 14, 2011 - 5:54PM
#7
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I think a lot of this could have been avoided if they had just made the layout for each class different. I point to the 3.5 book Tome of Magic which had three new classes, each having completely different layout to their chapters. This simple trick would fool many people out of thinking "every class is the same".
I almost guarantee if the designers had taken this approach to incorporating the drastic change which is D&D 4e, the naysayers would have had much less to complain about. You could have kept the format of the "spells" for the wizard vastly different than the "exploits" for the fighter and kept the mechanics the same, thus alleviating some of the heartburn many people had with 4e.
"Ah! Run for the hills! We need to use our imagination more in 4E! Gadzooks!"
Well, considering you use your imagination for ACTUALLY PLAYING THE GAME, it would be nice to have the written material that is framework for the imagintation GIVE ME SOMETHING TO IMAGINE. Adding more description to the powers (be it mechanical or just fluff) does in no way detract from ones imagination of said power.
"If it's not a conjuration, how did the wizard
con·jure/ˈkänjər/Verb 1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.
it?" -anon
"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it." -Maxperson
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2 years ago ::
Mar 14, 2011 - 5:54PM
#8
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Date Joined:
Jan 15, 2009
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Ah! Run for the hills! We need to use our imagination more in 4E! Gadzooks!
OMG = no wait I love using imagination and having 1 spell potentially mean ... well
community.wizards.com/go/thread/view/758...
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2 years ago ::
Mar 14, 2011 - 6:03PM
#9
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OMG = no wait I love using imagination and having 1 spell potentially mean ... well
community.wizards.com/go/thread/view/758...
Point. Set. Match.
"If it's not a conjuration, how did the wizard
con·jure/ˈkänjər/Verb 1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.
it?" -anon
"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it." -Maxperson
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2 years ago ::
Mar 14, 2011 - 6:19PM
#10
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Date Joined:
Jan 15, 2009
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OMG = no wait I love using imagination and having 1 spell potentially mean ... well
community.wizards.com/go/thread/view/758...
Point. Set. Match.
The empowerment of how you envision your abilities can be very much an awesome part of the game...
Here is a coolness with regards to Fighter abilities.
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