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Switch to Forum Live View What I'd like to see out of the new D&D
1 year ago  ::  May 17, 2012 - 1:57PM #1
ryric
Date Joined: Apr 9, 2001
Posts: 26
My apologies if a lot of this has been said before, i recently returned to these boards due to the new edition news.  i drifted away after 4e came out.

I'm seeing a lot of comments about balance.  I think the finely tuned balance is actually one of the factors that drove me away from 4e.  But, I think it's actually the way in which the balance was acheived - the homogenization of the classes.  I know that the 4e classes do indeed play differently from each other, but it's also easy to come away with an initial impression that every class is "the same,"  especially if you only look at PHB 1.  So here's some of the things that I'm looking for to bring me (and my local gaming group) back to D&D:

Classes that use differnet subsystems, but are still balanced.  I want fighters to play differently from wizards.  I want them to be different play experiences ala 1e/2e, but be balanced with each other over the spread of levels.  I want wizards that can cast wish and so forth, and fighters that can do equally impressive things with weapons. But I don't want fighters to have "maneuvers" which are just renamed spells or all classes to have "powers."

I like retraining, but it should not be required to advance your character.  Your 15th level character should not have to forget his low level abilities in order to even learn high level ones.

I want combat-time useful utility magic back.  Sometimes you can win the fight with meld into stone and you should be able to cast it in one round.  I'm just not a big fan of rituals except as a potential way for non-spellcasters to have acces to some magic.

For the base game to "feel like D&D" to me, it will have to have humans, halflings, gnomes, elves, half elves, and dwarves.  It will also have to have fighters, clerics, wizards, rogues, paladins, rangers, druids, and illusionists.  And those names will have to mean what they did in previous editions - part of what drove my group away from 4e was how "fighter" now meant "melee" and "wizard" now meant "blaster."  I want to be able to convert 1e/2e worlds to 5e with minimal reality upheaval, which means the underlying assumptions about how the world is built have to stay the same.

I'd like to see reduced emphasis on magic items.  IMO, both 3.x and 4e requires characters to have way too many items, or in the case of 4e, to just give them the bonuses without having the actual items. Magic items should be special, not necessary.

I'd like to see less emphasis on grid/miniatures.  I'm fine if the game supports them, but i don't want to need them to play.

There's some more stuff, but I don't want to ramble on too long.  I'm also not implying that any of the stuff I don't like is bad, just that it's not something I look for in my D&D experience.

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1 year ago  ::  May 17, 2012 - 2:11PM #2
Rian_Lightblade
Date Joined: Sep 29, 2003
Posts: 170
Welcome back!. I'm recently returned myself. Honestly I think a lot of non-4e players might echo your statements. Thankfully we'll be able to see what's what with 5e very, very soon.
"We are men of action, lies do not become us" ~ D.P.R.
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1 year ago  ::  May 17, 2012 - 2:18PM #3
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070
What I find most frustrating is that most of your perceptions about 4e are superficial and inaccurate.  I do wish people in general had more tolerance for initially off-putting things to actually get down to what the system's really about.

"wizard" now meant "blaster" - Completely untrue.  Some wizards are blasters, sure.  But you could do that in prior editions.

"fighter" now meant "melee" - If by this you mean that the ranged variant of fighter is gone, then that's valid.  If you meant that fighters don't have a unique spot to fill like the one they did before...I'd disagree.

"things are the same" - Putting all the Stuff People Do in the same statblock format does not make them the same.  Actually playing the game teaches you this.

Balance drove you away - Yeah, not much to be said about that.  Those of us who didn't like sitting on the sidelines while the wizard ended the fight in one round while never having the opportunity to do the same are not going to ever come to terms with your viewpoint.  And given that, the solution is to start with a balanced game.  It's vastly, vastly simpler for you to houserule your game to be unbalanced than it is for me to houserule my game to make it balanced.
D&D Next = D&D:  Quantum Edition
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1 year ago  ::  May 17, 2012 - 2:43PM #4
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,167

May 17, 2012 -- 2:18PM, Mand12 wrote:

It's vastly, vastly simpler for you to houserule your game to be unbalanced than it is for me to houserule my game to make it balanced.




That's a good looking sentence right there.

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1 year ago  ::  May 17, 2012 - 3:07PM #5
UmberleeWyvernspur
Date Joined: May 16, 2012
Posts: 11
I just hope it's easy for new people to get into. I haven't played for a long time but I remember it being very complicated. I remember I needed help just making a character. 
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1 year ago  ::  May 17, 2012 - 3:12PM #6
Phoenix182
Date Joined: Jun 29, 2010
Posts: 1,261

May 17, 2012 -- 2:43PM, IxidorRS wrote:

May 17, 2012 -- 2:18PM, Mand12 wrote:

It's vastly, vastly simpler for you to houserule your game to be unbalanced than it is for me to houserule my game to make it balanced.




That's a good looking sentence right there.




Here's another:

NO ONE should have to significantly houserule a game system to make it playable. If they do, they won't purchase it. Period.


DISCLAIMER - Everything said by anyone is absolute subjective opinion. There are no objective claims being made by me, or anyone else, unless they overtly state 'The following is an objective claim'. At this point if you choose to be offended by anything I (or anyone else) say the problem is ENTIRELY your own.

WotC won't let us give them money because they won't produce a game we want to play.
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1 year ago  ::  May 17, 2012 - 3:18PM #7
ryric
Date Joined: Apr 9, 2001
Posts: 26

May 17, 2012 -- 2:18PM, Mand12 wrote:

What I find most frustrating is that most of your perceptions about 4e are superficial and inaccurate.  I do wish people in general had more tolerance for initially off-putting things to actually get down to what the system's really about.

"wizard" now meant "blaster" - Completely untrue.  Some wizards are blasters, sure.  But you could do that in prior editions.

"fighter" now meant "melee" - If by this you mean that the ranged variant of fighter is gone, then that's valid.  If you meant that fighters don't have a unique spot to fill like the one they did before...I'd disagree.

"things are the same" - Putting all the Stuff People Do in the same statblock format does not make them the same.  Actually playing the game teaches you this.

Balance drove you away - Yeah, not much to be said about that.  Those of us who didn't like sitting on the sidelines while the wizard ended the fight in one round while never having the opportunity to do the same are not going to ever come to terms with your viewpoint.  And given that, the solution is to start with a balanced game.  It's vastly, vastly simpler for you to houserule your game to be unbalanced than it is for me to houserule my game to make it balanced.




I will admit that my 4e play experience comes from the playetest and the original release, so I'm not familiar with anything after the initial 3 books.  But, I saw no way to, for example, create a wizard who doesn't use direct damage to fight.  Nearly all the wizard powers in PHB 1 do damage.  That's what I mean by "blaster."

I did mean that the ability of fighters to be either ranged or competent switch hitters was gone.  The common reply of "just play a ranger" is exactly what I mean about redefining words.

It isn't so much that balance drove us away as the exact method by which balance was acheived.  I'd a like a more dynamic, complicated balance.  I don't want fighters to feel useless, I want them to feel awesome - sometimes.  I want everyone to feel awesome - sometimes.   "Everyone awesome all of the time" rapidly becomes "everyone meh all of the time."  Each class needs moments where it can stand out and be the spotlight.  Not everyone needs to have something important to do each round.

One more thing I'd like to see is a revision to monsters.  I'm not talking about the math intensive 3.5e way (although that is fine), but I'd at least like there to be some sense of where a monster's stats are coming from other than abstract game mechanics.  One of the things that demonstrated 4e was not for me was when I was putting together a basic goblin lair to demo the game for some friends.  I decided to put some magic armor in there, and in fine D&D tradition, decided that the goblin chief should be wearing it.  I then spent about half an hour reading books trying to figure out how in the world to adjust the cheif's AC to account for the new armor, before finally realizing that his AC was based on his level and role, not his equipment.  Ugh.

All I'm trying to do here is explain why I drifted away from D&D in the first place.  It seems to me and to my local group that 5e is an attempt to regain some of the players who quit during the 4e era.  I am one of those players, I moved on to other systems after more than 20 years of playing D&D.  4e was the first edition I didn't convert to because it was the first time I felt that conversion, while maintaining the spirit of the old system, was impossible. 

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1 year ago  ::  May 17, 2012 - 3:33PM #8
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,167

May 17, 2012 -- 3:18PM, ryric wrote:



I will admit that my 4e play experience comes from the playetest and the original release, so I'm not familiar with anything after the initial 3 books.  But, I saw no way to, for example, create a wizard who doesn't use direct damage to fight.  Nearly all the wizard powers in PHB 1 do damage.  That's what I mean by "blaster."




While most 4e wizard powers do have some damage, it is usually not a significant enough amount and the control aspects of the power are far more important. I can understand this argument a bit, though. If you really just want to give effects and never, ever do damage that is hard to do in 4e. I'm not sure if wizards have an encounter power that doesn't do damage though they do now have an at-will wall spell and a lot of excellent control heavy daily spells that have no damage aspect to them. The truth though is that a lot of the best control in the edition for wizards does have damage along with it (Wall of Fire, Flaming Sphere). You could minimize your damage output and focus up your control aspect through things like Enlarge Spell, but that wasn't out until Arcane Power.

I think the reason for this had to do with 4e's HP math, which was not very good during PHB1 anyway. What it comes down to is a damage race, the difference being the Wizard got to do stuff other than damage while still doing damage and most classes had ways to do that as well.

I do like the concept of a non-damaging Wizard, I'm going to have to look into that for some future buiilds.

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1 year ago  ::  May 17, 2012 - 3:41PM #9
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070

May 17, 2012 -- 3:12PM, Phoenix182 wrote:

May 17, 2012 -- 2:43PM, IxidorRS wrote:

May 17, 2012 -- 2:18PM, Mand12 wrote:

It's vastly, vastly simpler for you to houserule your game to be unbalanced than it is for me to houserule my game to make it balanced.




That's a good looking sentence right there.




Here's another:

NO ONE should have to significantly houserule a game system to make it playable. If they do, they won't purchase it. Period.




In an ideal world, sure.  But balance isn't one of those negotiable, equivalent, hey-let's-all-play spheres.  When you're talking about balance, you are talking about the core system math:  the numbers that affect your d20 rolls that tell you how well your character does.  You cannot have two adjacent, parallel sets of system math within one system.  You will just have two systems.

For comparison, let's take another hot-button topic like Vancian casting.  I can make a Vancian wizard, and I can make a non-Vancian wizard.  Both of them use the same math, and both are playable.  Both can even sit down at the same table, say "Hi, I'm a Wizard!" and have a good time.  That's a situation where both "sides" can get exactly what they want.

Balance is not a topic, though, that has common ground.  The system can't accommodate a difference in the base, fundamental assumptions about how characters are supposed to interact with the system.  One of us is going to be unhappy, and given that, the solution is to go with the one with the lower negative impact.  It's trivial to unbalance a balanced system, but it's a colossal undertaking to balance an unbalanced one.  I mean, let's assume that 4e is balanced at first level for this purpose.  I can unbalance it easily:  Wizards can cast level 29 daily spells at-will.  Done.  Unbalanced.  It's an impossible task, on a practical sense, to take something like 3e and balance it according to 4e's standards.

If you've followed my posting history on Next at all, you'll know I am all for expanding possibilities.  But sometimes the line has to be drawn, and that line is at the core system math and fundamental philosophies about the relationships between characters.

D&D Next = D&D:  Quantum Edition
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1 year ago  ::  May 17, 2012 - 4:04PM #10
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

May 17, 2012 -- 3:18PM, ryric wrote:

One more thing I'd like to see is a revision to monsters.  I'm not talking about the math intensive 3.5e way (although that is fine), but I'd at least like there to be some sense of where a monster's stats are coming from other than abstract game mechanics.  One of the things that demonstrated 4e was not for me was when I was putting together a basic goblin lair to demo the game for some friends.  I decided to put some magic armor in there, and in fine D&D tradition, decided that the goblin chief should be wearing it.  I then spent about half an hour reading books trying to figure out how in the world to adjust the cheif's AC to account for the new armor, before finally realizing that his AC was based on his level and role, not his equipment.  Ugh.




Actually, as per the DMG all monsters have a magic threshold, which you subtract from a magical item's bonuses before adding those bonuses to the monster, DMG page 174.  It also gives reasons why, such that it's expected that a monster of X level is going to have a certain attack bonus, so while you elite cool monster can have the cool armor, that armor is like giving it more "levels", and thus it might just be easier to hand a monster the extra levels to go along with it's magical benefits, unless what you're looking for is an unusually tough monster for the level it is.

"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

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Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

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Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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