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Switch to Forum Live View It feels less cooperative.
13 months ago  ::  May 31, 2012 - 10:25AM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,481
Something i liked alot about 4e was how cooperitive it felt.  It was a team game and you did things to boost/protect/help your allies as often, if not more often, then to boost/protect/help yourself.  Even the selfish striker knew he could only afford to take the extra damage because the defender took extra mark punishment.

I can't really give specific examples, but the playtest felt less like a team, and more like a group of individuals.  Everyone runs off and slaps their own kobold instead of positioning them for the wizard to blast.  No one try's to set the rogue up with flanking.  No one give up their own turn to grant a second wind to a downed ally.

IMO, It's a pretty big loss.

Edit: Here's an example.



Cleric M: Get behind ogre and set up advantage for fighter.
Ogre:     Attack Cleric M, doing damage but not killing
Fighter:  Knock Ogre Prone w/ Advantage
Rogue:   Backstab Ogre w/ Advantage
Cleric P: Attack Ogre w/ Advantage
Wizard: Shocking Grasp w/ Advantage
Cleric M: Attack w/ Advantage
Ogre:    "Ouch!!!"

It was just smart use of the initiative order and a single action used to give advantage. In this case, the benefits of the spent actions far outweighed the possibility of a single attack roll.


MATH TIME!!!

I'll give the cleric/fighter combo a 100% chance to prone, cause it's a good/fun idea.  But mostly to simplify the math.
(i.e. it would be less).

Damage with cooperation.  23.24625 Show


Rogue: .75 * (1d6+3+1d6) = 7.5
C P: 0.6975 * (1d8+2) = 4.53375  (melee attack with dex, ranged attacks don't have advantage)
Wizard: 0.7975 * (1d8+3) = 5.98125
CM: 0.6975 * (1d10+2) = 5.23125
23.24625


Damage just without cooperation  28.35  Show

CM: .45 * (1d10+2) = 3.375
Fighter: .55 * (2d6+7) + .45 *3 = 9.05
Rogue: .5 *  (1d8+3) = 3.75
CP: .55 * (1d8+4) = 4.675
Wizard: .55 * (1d8+3) = 4.125 
CM: .45 * (1d10+2) = 3.375
28.35 


So there ya go.  I don't know how to give better proof that "cooperation is lacking" then that.


guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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13 months ago  ::  May 31, 2012 - 10:30AM #2
Yuwain
Date Joined: Apr 21, 2011
Posts: 716
is that the games fault?

or have your players just not yet adapted to the new rules.

i know when i was testing we were constantly having "oh wait.... i can DO that" moments where we were realising the new synergies that were to be had.

i have one example where my group of players had the rogue scout ahead and lay a trip wire trap, then the team planed out their entire first round of combat, and really worked together to get the suprise round off, they slaughtered the goblins wholesale on the first turn.
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13 months ago  ::  May 31, 2012 - 10:34AM #3
AzureShade
Date Joined: Jan 30, 2012
Posts: 3,734

May 31, 2012 -- 10:30AM, Yuwain wrote:

they slaughtered the goblins wholesale on the first turn.


You can do this anyway without lots of planning.  Goblins are mostly one-hit kill monsters in this module. 

Dec 18, 2012 -- 7:05PM, magicpablo666 wrote:

You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!

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13 months ago  ::  May 31, 2012 - 10:36AM #4
Yuwain
Date Joined: Apr 21, 2011
Posts: 716

May 31, 2012 -- 10:34AM, AzureShade wrote:

May 31, 2012 -- 10:30AM, Yuwain wrote:

they slaughtered the goblins wholesale on the first turn.


You can do this anyway without lots of planning.  Goblins are mostly one-hit kill monsters in this module. 




thats obviously not the point, please stay on topic.

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13 months ago  ::  May 31, 2012 - 10:41AM #5
mellored
Date Joined: Jul 8, 2008
Posts: 19,481

May 31, 2012 -- 10:30AM, Yuwain wrote:

is that the games fault?

or have your players just not yet adapted to the new rules.


The game.  We've been playing 4e for the past 2 or so years.  Teamwork and tactics is the norm.

Part of the problem is that things die in 1 hit (at least so far...), so there's no reason to do anything but kill then straight out.

The most cooperative thing we've done is "i'll wait here while you..."  (which apparently you did as well).

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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13 months ago  ::  May 31, 2012 - 10:48AM #6
Yuwain
Date Joined: Apr 21, 2011
Posts: 716
i'm sorry, but i am going to have to dissagree.


there is a mindset that 4e created that teamwork has to be in the game mechanics, it's still there, it's just no longer forced on the players.

your figther has every opportunity to grapple to give everybody else advantage, or throw up a table for your wizard to hide behind.

your rogue has every opportunity to trip or disarm to give advantage, or find and lay traps

your wizard can grease up an area for your rogue to light with his torch

your cleric is nothing BUT teamwork

these are just a few examples, spend enough time witht he game and you will find hundreds of situations that allow for it.

also keep in mind that we are missing MOST spells and abilities that would allow for more teamwork.

4e forced teamwork by slingling buffs and slides around like it was candy, it was mechanical and cold. now you actually have to put your heads together and think of a plan

if anything i say this edition feels way more cooperative, but that was just the feeling at my table.

and no, i was not trying to insult you our your players, i'm sorry if it felt that way.
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13 months ago  ::  May 31, 2012 - 10:49AM #7
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933

May 31, 2012 -- 10:30AM, Yuwain wrote:

is that the games fault?


Yes.

Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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13 months ago  ::  May 31, 2012 - 10:51AM #8
Yuwain
Date Joined: Apr 21, 2011
Posts: 716

May 31, 2012 -- 10:49AM, Seeker95 wrote:

May 31, 2012 -- 10:30AM, Yuwain wrote:

is that the games fault?


Yes.




explain


(oh look, i can quote and give one word responces too!.... oh dang)

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13 months ago  ::  May 31, 2012 - 11:11AM #9
mellored
Date Joined: Jul 8, 2008
Posts: 19,481

May 31, 2012 -- 10:48AM, Yuwain wrote:

iyour figther has every opportunity to grapple to give everybody else advantage, or throw up a table for your wizard to hide behind.


Better to kill it instead of grabing it.

your rogue has every opportunity to trip or disarm to give advantage, or find and lay traps


Or just kill it.  (traps arn't teamwork, their rogue attacks).

your wizard can grease up an area for your rogue to light with his torch


Or the wizard uses burning hands and kills them, while the rogue uses lantern oil to start a fire.  (which is what we did).

your cleric is nothing BUT teamwork


The defender theme definatly adds to teamwork, and the healer adds some (bandaids after combat arn't really "teamwork").  But that's 1.5 out of 5.

.5 out of 5 for us, because the moradin cleric never used the defender ability.  He simply didn't need too.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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13 months ago  ::  May 31, 2012 - 11:15AM #10
Yuwain
Date Joined: Apr 21, 2011
Posts: 716
@Mellored

for level 1 low HP monsters, sure. are you going to play level 1 forever? your coutner argument falls apart when you put it up against the 88 HP ogre "just kill it instead" doesn't work, theres a bunch of other monsters in the campaign that are beefy enough to warrent teamwork.

-edit-

and level 1 4e had the same problem "minions everywhere? just kill them" and "oh, that ones not a minion, oh well, just kill it"
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