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Switch to Forum Live View Convincing 4th Edition players to consider 5th Edition
11 months ago  ::  Jul 19, 2012 - 8:38PM #1
zyraen
Date Joined: Nov 14, 2011
Posts: 141
This is not an original post, but sums up incredibly well how I, and I think most of 4E fanbase feel about 5E.
The original post is here - www.enworld.org/forum/new-horizons-upcom... - full credits to Neonchameleon.

Not sure if others have already linked it, but here it is.

And for WotC People viewing this, special emphasis on following line.
The design goal of D&D Next is to ensure that anyone can play their favoured version of D&D in D&D Next. So far for 4e players (WoTC’s only current customer base), this appears to be a miserable failure.

The post in entirety as follows :

=================

In the wake of Pedantic's interesting question "4th Edition - what is it really?" on RPG.net I decided to collate that thread into a single document with most of the reasons many of us favour 4e and on which 5e appears to simply not be delivering at present. And I'd like some help and advice as to anything I've missed.

(This is a work in progress with a master copy in Gdocs - feel free to comment there)

The design goal of D&D Next is to ensure that anyone can play their favoured version of D&D in D&D Next. So far for 4e players (WoTC’s only current customer base), this appears to be a miserable failure. A failure that is not helped by a regular apparent refusal of the D&D Next development team to acknowledge the way 4th edition worked starting with Monte Cook’s “Passive Perception” and most recently with Tom LaPille claiming that the Reaction action is a new thing when it is exactly the same as the 4e Immediate Reaction action, thus giving the impression that he either doesn’t know the rules of 4e or doesn’t care about them. I’m not sure which would be worse - either indicates that the D&D Next team doesn’t care about their only current customer base joining in with D&D Next. And a significant proportion of us have game loyalty rather than brand loyalty and so will not leave 4th to return to earlier, and in our opinion, worse editions of the game.

So here are a list of things 4e does that are, I believe, integral to the experience of playing 4e, and that D&D next appears to have avoided. I shall tackle each in turn, illustrating how each is a part of 4E, and then how it fails to materialise in the current drafts of D&D Next.
  • Balance - Power
  • Balance - Flexibility
  • Clear design and purpose
  • Clarity and Cohesion
  • Teamwork and tactics baked in to the system
  • Options and Variety in play
  • Ease of Play
  • Ease of DMing
  • Monster Design and Tactics


Balance - Power

Power balance is a huge thing in 4e but there are fundamentally two rules that need to be kept to for a system to be sufficiently balanced.
  • Each class needs to be the best at something
  • What each class is best at should come up regularly and not be made irrelevant


Part 1 means that if we have a class called “fighter” then that class must be the best at fighting. It should not be possible to switch them out for a cleric without anyone noticing much of a difference. 2e and even post-Unearthed Arcana 1e understood this; fighters gained Weapon Specialisation making them extremely lethal. In 4e there are very few classes (Seeker and Binder) that come to mind that are supernumeraries. And I don't have to look over the PCs character sheets before setting the challenges.

Part 2 means that being “best at climbing and jumping” probably isn’t worth bothering with if the wizard can cast fly (that said, “Wire-fu master” effectively means the same thing and the 4e Monk is an extremely nice class). More to the point, being ‘best at mundane hiding’ is somewhat pointless if the wizard can cast invisibility and has a vast array of other spells.

In the D&D Next Playtest we can already see the fighter having problems with power balance. The Warpriest with one casting of Crusader’s Strike and equalising stats, weapons, and themes, hits about as hard as the fighter. And is within one Healing Word of the fighter’s hit points. This means to put things very simply the Fighter is not best there is at what he does. He’s merely a rival for it - and a very clear design goal for the War Domain was to be as good at fighting as the fighter.

Balance - Flexibility

Balancing flexibility essentially means that every PC should be able to contribute something to almost every scene but no PC should be able to dominate all scenes. We don’t get the “Decker Problem” from Cyberpunk 2020 where when the Decker/Netrunner is hacking no one else is doing anything. This is a massive worry with Vancian casting when the Wizard can reset his spells from day to day - and hardly a worry at all with AEDU design.

Fundamentally this is hard to balance with primary spellcasters when you have different resource allocation rates. But it seems to barely have been tried in D&D Next. When the wizard gains spells he gains things like Charm Person, and the clerics things like Command and Silence. The fighter gains … nothing. They just gain the ability to Kill More Stuff. (The Rogue at least gains night vision which is a good start).

Clear Design and Purpose

How is everything meant to fit together? 4e is pretty obvious normally if you have the right kind of mind. Aspects like roles and power sources show you clearly what a class is meant to do - that said, aspects and power sources aren’t the only way to do it. A one or two sentence tag and then building everything around that would suffice. For the 4e Monk it would be “Wire-fu martial arts master.” For the fighter it would be “Warrior fast and skilled enough to exploit even the smallest openings”.

When there’s no central theme but merely a grab bag of abilities, the class normally fails. Good examples here are of both the 1e and 3.X monks, both of which fundamentally did not work as they didn’t know what they wanted to do (the 3.X monks being especially bad as the multiple attacks and the fast movement couldn’t work together). And then there was the failing by being too strong of the 3.5 Druid.

D&D Next does not appear to have this level of clarity. Mike Mearls himself has said they are not sure what to do with the fighter - and they are working on the idea of a second theme. The Guardian theme doesn’t focus on the how at all, to the point that both the Guardian feats use the same form of action and therefore can not be used together.

Teamwork and Tactics baked in to the system

In 4e the team is stronger than the group as individuals. Defenders can do much more damage if they have allies. Leaders, especially Warlords, revolve around teamwork, and controllers are masters of setting people up for someone else to bash - but can rarely win a fight on their own. The combat portion of the game is one of teamwork; the only people who don’t directly both empower and rely on others are strikers. And the skill challenge rules when used narratively encourage teamwork in a way simple skill checks don’t - each member should be working out how to bring what they are best at to assist in the task.

In D&D Next, there seems to be precisely one ability made explicitely to assist your allies - the Guardian’s Shield Block. Also there is one spell in the preview (Battle Psalm) that buffs the whole party. Beyond that, literally every other ability a character has is ‘selfish’. Teamwork, especially focus fire, may happen. But you aren’t encouraged to play a group of people who can bring more out of each other than they would bring to the party themselves. The fighter does his thing (bashing) as the wizard does his. And so far there’s no group skill challenge mechanic to encourage players to work together that way.

Options and Variety in Play

In 4e every character has a minimum of two at will attacks and one encounter power - and these can be fairly distinct. If you don’t want options you can stay in Poised Assault stance, or play an Elemental Sorceror whose combat choices are either “I burn him” or “I burn them”. But if you do, they can be as different as Direct the Strike from Brash Assault, or Storm Pillar from Freezing Burst. (For example see this fight montage using just at will powers).

This is compounded by 4e’s plethora of forced movement powers. A pit trap is not just an obstacle, it’s something to throw people in. A burning building is not just an obnoxious area to fight, but provides many ways to maneuver and make things hot for the enemy. And fighting on a narrow bridge, you are going to be trying to push each other off as you attack them. The environment really matters as something you don’t just walk around.

In D&D Next, the fighter just hits people. The rogue just stabs them (no exploiting Acrobat’s Trick and Acrobatics to show off with ‘Death From Above’ as in my example). One cleric mostly bashes enemies, the other mostly radiant lances them. Same old, same old. This is, quite frankly, tedious after 4th edition - and given the number of enemies in the Caves of Chaos and the escalated hit points, it’s grindy.

Ease of Play

With the single exception of Rituals, literally everything you need to play a 4e PC is on the character sheet other than a set list of conditions. Other than consulting the various Monster Manuals, I don’t think my 4e group has looked up a rule in play in the past year.

D&D Next returns to a long spell list, with the spells not on the character sheet. This can, of course, be fixed for the PCs with appropriate software. But will cause a lot of trouble for the DM with short statblocks.

Ease of DMing

Most of the time when DMing getting a good answer now is worth much more than the right answer later. Out of combat the Skill Challenge DCs provide an excellent rule of thumb for good DCs to use that will not break immersion and allow the game to continue without interruption. In combat I joke that I need three things to run a fight that’s interesting in its own right. 1: Interesting monsters, which the later monsters provide in spades. 2: A narrative hook for the fight (if there wasn’t one I wouldn’t be running a fight). 3: An interactive terrain feature or two - which in the case of 4e can be a simple pit or sheer hill to push monsters and/or PCs over, or a couple of patches of ice on the ground, or anything really.

D&D Next doesn’t give me quite such good generic guidelines (this can easily be fixed). The monsters are just plain dull so far - with the idea of giving all the interesting abilities to the ultra-tough leaders making taking out guards a snooze-fest, and almost every fight revolve round tactics of either “kill the leader” or “ignore the leader and defeat in detail” - neither being half as interesting as 4e. Without regular forced movement I need the interactive terrain to be active in its own right to be memorable and pivotal - a much harder proposition. Which means that the only part of interesting combats from 4e D&D Next hasn’t crippled is the narrative hook for the fight. The one that isn’t dependent on the rules.

Monster Design and Tactics

Monsters in 4e (at least in the later monster books) are distinctive and interesting. Kobolds and goblins, despite being physically quite similar, behave extremely differently just based on the statblocks. Goblins are sneaky ambushers who hide lots. Kobolds are slippery but often brave bastards who slide past all but the most skilled PCs and who have craftsmen (tunnellers) who still fight as opposed to all being brigands. And to win a 4e fight decisively, the thing to do is to prevent the monsters playing their game. It’s to melee the archers, to prevent the kobolds sliding past you, to keep the battle line at range, attack the lurkers when they appear, making sure you don’t get flanked by skirmishers, etc. A combat in 4e is therefore something to be solved as much as something to be powered through - with the enemy doing their combined best to break these solutions and solve the PCs strengths.

Monster statblocks in D&D Next generally appear to be ‘Small sack of hp’ (kobolds, rats), ‘Medium sack of hp’ (goblins), ‘Big sack of hp although smaller than a 1st level PC’ (orcs, hobgoblins), ‘Big beefy grunt’ (ogre), ‘Leader’. There’s almost no sense of solving the monsters strengths and making them play to their weaknesses (other than a ray of frost kite of a big monster). It’s all about powering through the enemy - you can’t neutralise the Kobolds advantage except by killing them, there’s no way to prevent Orcs from charging, or even the Hook Horror doing its thing. So D&D Next combat is a lot less interactive and just boils down to “kill them before they kill you” rather than "outsmart them to kill them more easily".The design goal of D&D Next is to ensure that anyone can play their favoured version of D&D in D&D Next. So far for 4e players (WoTC’s only current customer base), this appears to be a miserable failure.

I am Blue/White

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11 months ago  ::  Jul 19, 2012 - 9:14PM #2
mexrage
Date Joined: Nov 30, 2010
Posts: 1,497
Nice post, i still think the best direction is going for a completly diferent direction,  instead of going backwards or saying the same, but it's good to take in consideration those kind of aspects in a very objective way and not for nostalgia sake as most that defend their edition do.

All the aspects explained here are not specific mechanics, but game design goals after all in a very objective way (instead of: "i want it to be like it was back on the day") 
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11 months ago  ::  Jul 19, 2012 - 9:29PM #3
Diffan
Date Joined: Sep 19, 2006
Posts: 3,371
Great post, which WotC would listen. Still, I feel i'll be holding onto my 4E books as long as I'm holding my breath for D&D:Next to fit the style of game I prefer (meaning forever)
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11 months ago  ::  Jul 19, 2012 - 9:31PM #4
Resurrection_Man
Date Joined: Jun 7, 2011
Posts: 9,530
Meh. 3.x fans left whe 4e arrived. 4e fans will leave whe 5e arrives. The DnD brand is toast.
Resident Socialist and Undying Troublemaker
Martyr of Section 1, 2 and 4
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11 months ago  ::  Jul 19, 2012 - 9:33PM #5
gmjoesolarte
Date Joined: Jan 26, 2012
Posts: 8
I have stuck with D&D edition 3.5 out of a sense of loyalty to the D&D name, rather then move over to Pathfinder.  As I have mentioned previously, I did not like 4.0, it just did not resonate with me, and ven more so, did not resonate with my gaming group.  When all 6 of us looked at 4th Edition and just did not feel it worked for us, well, that was saying something.  

So another issue is how to get those of us that are 3.5ers or Pathfinders onboard?  Well, including us in this playtest has been a great idea, I feel really good about 5.0.  Yes, I do see some things of concern: It seems to have a very basic feel to it, which I understand if you want new players to get into it.  But for someone whom will be celebrating their 25th year of RPGing very soon, and has played in beginning type games, well, I do want more.  Which 3.5 offered us in spades.

I feel very optimistic that we are going to get a good product.   
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11 months ago  ::  Jul 19, 2012 - 9:46PM #6
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,542

Jul 19, 2012 -- 9:33PM, gmjoesolarte wrote:

I have stuck with D&D edition 3.5 out of a sense of loyalty to the D&D name, rather then move over to Pathfinder.  As I have mentioned previously, I did not like 4.0, it just did not resonate with me, and ven more so, did not resonate with my gaming group.  When all 6 of us looked at 4th Edition and just did not feel it worked for us, well, that was saying something.  

So another issue is how to get those of us that are 3.5ers or Pathfinders onboard?  Well, including us in this playtest has been a great idea, I feel really good about 5.0.  Yes, I do see some things of concern: It seems to have a very basic feel to it, which I understand if you want new players to get into it.  But for someone whom will be celebrating their 25th year of RPGing very soon, and has played in beginning type games, well, I do want more.  Which 3.5 offered us in spades.

I feel very optimistic that we are going to get a good product.   




Awesome. Now, what does that have to do with the original post?

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11 months ago  ::  Jul 19, 2012 - 11:14PM #7
Polaris
Date Joined: Jun 17, 2003
Posts: 6,295
Actually if I read Mearl's twitter messages correctly even the developers know that appealing to the 4e fanbase so far has been, quite frankly, a failure, and they are aware of it.  Thus his statement does in fact seem to be correct.

-Polaris
Moderated by ORC_Ragnar on Jul 20, 2012 - 05:40AM
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11 months ago  ::  Jul 20, 2012 - 12:49AM #8
Lesp
Date Joined: May 5, 2009
Posts: 2,315
The bad news is that first impressions are powerful; while I'd consider myself to be someone who's giving Next a chance and taking a wait-and-see attitude, I wouldn't call my first impressions particularly positive. That doesn't mean that I think Next's playtest is some kind of garbage abombination; I thought it was kind of fun to run through. "Kind of fun", however, is not the bar I have for RPG systems; for better or for worse I only have so much time, so for me to want to use an RPG system (especially a non-free one) it has to be one of the ones that I like the very best, and Next's initial playtest doesn't seem to be heading remotely in that direction. I'm definitely much less excited about Next than I was when it was first announced.

The good news is that there's time. We don't know how much time, but realistically a lot of time. There's lots of time to convince me that Next is the system for my D&D-style needs. There's especially an enormous amount of stuff that we haven't seen yet, and in fact most of the launch product (depending on how you measure) probably doesn't even really exist yet. The devs have time to make a product that's cool enough that I'd choose something like it as a primary gaming system I'd use. They have time to figure out how to do that. At the risk of sounding snarky, they have time to rediscover and reimplement 4e's solutions to certain things, as they've already done in a few places.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.

"Feel free to claim I said anything you like. How's someone going to call you out on it? Are they going to be all like, 'I know all of the things that Gary said, and that's not one of them?'"
- Gary Gygax
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11 months ago  ::  Jul 20, 2012 - 1:26AM #9
CCS
Date Joined: Nov 27, 2006
Posts: 3,538
No, he's 100% wrong.

Because 4e players are nowhere near WoTCs only customers.

Moderated by ORC_Ragnar on Jul 20, 2012 - 05:41AM
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11 months ago  ::  Jul 20, 2012 - 1:36AM #10
zyraen
Date Joined: Nov 14, 2011
Posts: 141
I agree that first impressions count, and a lot. That is what makes people buy the books, and player reviews are what sells the edition to new players. Anything that is not interesting at the start, Players will not sit down to understand the more subtle / refined nuances.

My experience with D&D started with CRPGs. It goes back to 2.5E, playing some early D&D games like EOB3 and then my favourite ever BG2. First was AD&D (effectively 2.0E) and second was 2.5E. I enjoyed the tactical aspect of group management in computer games, and NWN turned me off, since I had less party members to control, and only a few classes I considered viable, ie. Multiclass Caster Classes (eg. Thief/Mage, Mage/Fighter, etc). They were not bad or weak, just in my mind, boring to play. 4E made all the Classes have fairly interesting tactical options.

When D&D Next Playtest was released, I went over the Playtest Packages information eagerly... and found nothing compelling in them, in fact it looked a lot like 3.5E Rules. The first thing I looked at was Combat Mechanics (essentially unchanged) followed by Spells which were in the same PDF. These were basically, been there, done that. Advantage was a Reroll, which while interesting at lower levels, makes me wonder about its scaleability up. I also noticed a degree of recurrence of Save Mechanics, one of the things I detested about D&D, even in CRPGs where a Reload was in order.

Classes weren't really included, more about making sense of the provided Character Sheets. Nothing really stood out, except the HD thing got me excited for a bit. Then I realised what it was - HEALING SURGES! Oh yes, Healing Surges (one of the things quite hated from 4E after you actually play a while and realise how it forces everyone to Extended Rests) were back, only LESS dependable and, even better, only usable Out of Combat (First Aid Kit). Take the worse from 4E and make it even more restrictive and less reliable, oh yes. So much for actually "Defending".. but oh well, that is but a 4E concept. Just one that is Better than Healing Surges, methinks.

I like 4E more than Pathfinder, but having tried Pathfinder Lv 1 once with a Cleric in my party, and without limited HD per day, I feel strongly that this is definitely not going to outshine Pathfinder.

Before the Playtest, I was quite excited and enthused about 5E. Since then, I doubt I will be really thinking about it, I'm more thinking about how to houserule my ongoing 4E game to bring it up to the next level.

I am Blue/White

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