On Apr 23, 9:55 pm, tussock <
sc...@clear.net.nz> wrote:
> I dug through a few threads on
rpg.net for pure positive comments on
> D&D4 from players and DMs. Has to be said, way more DMs than players had
> anything like a point.
Doesn't surprise me, I like 3e way less as a DM than a player. I
think I'd still have to go with 3e over 4e as a player though after
having experienced it for 18 levels. 4e works better at lower level,
but then so does 3e.
> 1: Players like the Warden and Warlord and .... IMO these are the same
> players in 3e who like the Cleric and Druid (hi, my name's tussock, and I
> like competant characters). It's not coincidental that players like the best
> classes in each edition. AD&D Paladins, despite the baggage.
Ohkaaaay... I only saw one each of those, and they were both sub-par.
The Cleric was far more effective than either. Of course the Cleric
was still better replaced with a Striker, of course that can be said
of everyone, a party of Strikers would probably most effective, and
probably a lot more fun as fights would be shorter, and more
dangerous.
> 2: Players like the booby dragonfolk (?!?) *because* there's finally a
> big-strong race that's noble and good and has women with internal organs and
> muscles between their boobs and butt (ah!). So, I can't think of an old race
> that fits, a big mammal race that isn't rapey and evil. Dragonlance Ogre and
> Minotaur, the ones from Races of Stone, and that's about it. Metallic half-
> dragons. Humans? Slim pickings.
I like dragonfolk, but don't care for the boobies on it, dragons are
not mammalian.
> 3: GMs like the easy prep and highly self-contained monsters. A lot.
> Over and over that gets mentioned.
Yep. Of course anything pre 3e is even easier. I can roll up an
Classed NPC, at least what I need of it in about 1 minute for 1e. If
I want to use classed NPCs in 4e I'm still in for a world of hurt. Of
course you aren't supposed to do that.
> 4: The XP budget kicks the ass of CR/EL
> lookups/math (*so many people* are scared of math).
It works too well. One really needs to vary it a bit more, and
minions just aren't worth what they cost in the budget.
> 5: The characters being
> all the same so the prep still works no matter what players use.
Well they aren't all the same, but you don't really need to consider
any powers the PCs have, there are very few shortcuts. About the only
thing I saw was a 'shadow bridge' ritual and on character with 'boots
of spider climb' both which served to get to places that weren't
expected. Nothing like blink, flying, invisibility, charm, etc.
> 5b: That thing with characters being the same is not much liked by
> players. When they do mention it they applaud that classes were basically a
> little railroad that gave them no real choices (in more positive words,
> something like "it's easy to understand your role and you can't fail to meet
> it with your choices"). That's again like how Druids in 3e are awesome at
> everything they do and people *like it*.
The DM can set it up so that controllers (i.e. wizards) are nearly
useless, I've seen it a few times. At least the power difference
between a poorly made character and a well made one is more like 2 to
1 than 10 or 20 to 1 like in 3e, so even if you suck really bad you
are still contributing.
> So, while some folk like succeeding at character-gen, lots like not
> being able to fail. Fun mini-game for almost everyone, people just want a
> strong _minimum_ result out the end.
Very true, I also hate playing the character building game.
Unfortunately it's quite alive and strong in 4e, just for a lot less
effect. In a strange way this made it seem even more important to
me. In 3e I'd regularly choose sub-par options for my bard just
because I didn't want to be incredibly more effective than everyone
else (for that matter I was playing a bard!).
> 7: Some people like at-will-for-all because they hate running out of
> something useful to do. Note, many at-wills aren't really useful, but people
> need something to contribute if the team is determined to grind out a win.
The problem I found with this is that some of the at-wills are so
inneffective, especially for wizards, that it really reduced the feel
of being magic. I know some people would rather shoot a ray of light
that singes the enemy's whiskers, but I'd rather be shooting a
crossbow, and then pull out the fireball when it was needed.
> But grinding out a win needs to go away. No one likes it at all, most
> widely hated thing in the game. So, .... Yeh. The game benefits from
> tactical options like retreat being real. Actual choices for players.
> Nothing good comes from grinding your at-wills, but Wizards do need a
> reliable option just in case that's what the team chooses. AD&D darts maybe.
Yeah, grinding is bad, very very bad. Just what I wanted in a
tabletop, lets replicate the worst part of playing an MMO. There were
some fixes we tried which helped a bit, halve monster hp, double
damage, that sped up and made it much more dangerous feeling, but it
still wasn't enough.
> And then people largely like the idea of various things while admitting
> the implimentation made it suck donkey balls. Skill challenges, marking, the
> lockstep advancement, minions, longer fights (real-time-wise), pushing folk
> around, super-teamwork-combos, .... Some mentioned that character classes
> were totally getting better over the life of the thing, but ... well ...
> they couldn't exactly get /worse/.
I didn't really see it. The best classes were still in the first book
or two.
> Not a single person stood up for the three defenses,
It was alright, but it's a minor point.
> one person
> mentioned the save-to-end thing but was directly quoting marketing from 2008
> which isn't true (IRL it's totally slower and more work to track than
> durations).
That's one of the things that really slows down the fights in 4e, way
too much crap to track. Prepwork is indeed incredibly easy for a DM,
but tracking marks, save to ends, etc. etc. etc. is a real headache.
- Justisaur