|
|
|
Recent posts by
Jeremy Mac Donald:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Mikhaila Burnett wrote:
Hmm, well everything upthread seems to very seriously ring in on the 'positive' side of things and all are Very Good Things to my perception.
My next question, in addition to the OP, is:
How much extra fluff material is actually REQUIRED fluff material? In other words, do I Absolutely Must Have Need the DMG2 and the PHB2? Do I need each individual classes power cards to play them?
This was another big concern that I would very much like to get people's opinions on, as any major book purchase must be careful run through the ROI filter.
Thanks in advance!
Really just the DMG, players handbook and Monster Manual. The problem as I see it is that the game has grown better with the release of some of the new splat books. I'd almost be tempted to say get PHB2, DMG2 and MM2 and go from there. There is also a bit of an issue with play balance when your just running core. If your just running core the game gets pretty tough on the poor players. I began to feel that the play balance felt 'right' only after the players had access to large numbers of splat books.
That said all of this crunch is essentially available with a DDI subscription - If you get one of those and the core books you can probably get by.
Finally if you were going to go pure 'core only' 4E and not use DDI then I'd say 4E core is PHB, DMG, MM, and probably Adventurers Vault and PHB2. You could start with just the core three but you'll find the last two bring a lot too the game.
Finally you might see if you can join a group to try it out, or borrow the books if you can - I'd hate for a gamer to make a big purchase and then be unhappy with it if money is a major concern.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Hmm...
I keep answering this question and then realizing that my answers can be subsumed under larger headings.
* Play Balance is very strong and remains a constant even as new splat books pour out and across levels. What this means:
- your splat books are not making your older monster books to weak to use (caveat monster design has improved so there are some aspects of this but its more that some monsters play better now (are more fun - don't cause combats to drag) then that they are unbalanced).
- DM Prep time is much less about trying to create balanced encounters, in 3.5 if there were many splat books in play the DM had to spend lots of prep time getting the monsters onto something like an even playing field and thats no longer the case. In this regards it feels a lot more like prep time for older editions.
- Play balance means that you don't have to worry to much about some players just being cooler then others.
- Characters are comparable at all levels, you don't get a situation where a character that was really good at low levels is no longer really contributing very much to the parties succsess.
- There is no need to 'design' your build. A character is good at what it does more or less from the get go. You don't really have a situation where the character is finally realized if specific feats are carefully taken at specific levels. This feature meets particularly mixed reviews from players - for some people one of the most fun aspects of the game is carefully designing ones character and picking out every attribute the character will take 12 levels in advance so that when the character finally gets to 12th level it will be unbelievably awesome. In 4E what you get for doing that is minor at best (see play balance above) and your probably better off simply taking whatever makes the most sense when you actually get the level. If your a big role player you like this feature because characters grow organically (your choices are a response to the events that have befallen the character and not determined by the build the player designed in advance) on the other hand organically growing characters are not something you even bother with thinking about except at game time - no sitting at home tweaking builds for fun (well you can do it but you don't really get much compared to the players that don't - see also newbie friendly below).
* Philosophically the game has moved towards both Gamism and Narrativism and away from Simulationism. While these are all always points on a kind of continuum this is the direction 4E has headed. What this means:
- There has been an attempt to deconstruct what players like in playing their characters and to give that to them. Awesome moves are often considered a very fun part of combat by players and the entire system has essentially been redesigned to give players choices involving awesome moves. This is actually somewhat disguised initially because the players are comparing the fact that their 3.5 chain tripping fighter was really way more awesome cause he had a combo that allowed him to kill 4 storm giants in a single round at 9th level and he can't do that know (see play balance above) but once you get past the fact that 4E characters are just weaker then their 3.5 counterparts you can begin to see that really combat is made out of awesome moves but here there is variety instead of a focus on doing only 1 thing (like tripping) but doing it phenomenally well.
- This also means that characters are inherently designed from the ground up to operate in the major types of play in D&D. Most campaigns involve combat, non-combat skill based challenges and pure roleplaying/character development. The 4E design means that all classes are roughly equally good in all types of play instead of splitting things so that some classes are meant to be great out of combat but not so good in combat or vice versa the current design means that characters operate in both environments roughly comparably, giving the story a chance to unfold more naturally because you don't have to try and provide both in every session to keep your different players happy.
- The system returns to the philosophical split between rules for DMs and rules for players that existed pre 3rd edition. The DMs necromancer is able to raise armies of undead simply because the DM says that this is so. Essentially the rules recognize that mechanical restrictions only apply to players and they really exist for play balance purposes. Give the players Wish and suddenly you need to include all sorts of restrictions on its use so the players don't break the game. Give the DMs NPC wish and restrictions are completely unnecessary because the NPC always uses the wish to further the story.
- Following from above the game has been streamlined so that the DM does not deal with irrelevant (essentially story based) mechanics during prep. NPCs can do whatever the DM needs them to do to further the story. The Dwarven blacksmith that so great that he can actually repair the damaged artifact is not a level X anything unless thats required for the story - he is just the greatest Dwarven Blacksmith of his time - since his abilities are fundamentally story based the DM simply does not need to worry about anything except his role in the story.
- between increased gamism/narritavism and better play balance the DMs prep time has either dropped or reverted to being spent on things like player hand outs or working on the campaigns fluff or the story of the adventure.
* The Characters are newbie friendly. What this means:
- Its easy to make a character and be off to play time quickly. That character will be well balanced against even the veteran players. The abilities of the character do not take very long to grasp - you won't need to spend as much effort understanding the rules to run the character and choices will generally be good - you don't need some one else who is an expert to choose all your abilities in order to have a good character that contributes. That said the rest of the game is not so simple - tactical combat remains more or less as murky as ever and newbies are likely to become bewildered by all the conditions flying about as well as not grasp opportunity attacks or flanking (combat advantage).
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
ggroy wrote:
trellian wrote:
I prefer Paizo's style, which is a lot more appealing for those of us (and I know I'm not alone), who also likes to simply read adventures, not play them. I have two Adventure Paths I have no intention of playing, but I did enjoy reading them. I can see that we are in the minority though, and understand that Wizards don't want to cater to them.
In some ways, Paizo's adventure path books have functionally become a better produced version of Dungeon Magazine, without any ads and better printing. Since I don't have a DDI subscription, the Paizo APs have functionally replaced for me what use to be Dungeon Magazine. I don't think I'll ever run most of the APs as written. I'll take a few encounters here and there, along with some storylines for my ongoing 4E game.
I just find that if I can't sit back and enjoy reading the adventure then I simply never get around to reading it - and if I never get around to reading it then, of course, I never run it.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
theacemu wrote:
Steve Geddes wrote:
I have read many posts indicating that the consensus is that WoTC 4th edition adventures are pretty poor and I was wondering why people hold that view? I've recently started running my first 4th edition game and having read through a bunch of modules with pretty low expectations, found myself pleasantly surprised.
What is it about them that makes them be regarded as poor? Or do I have it wrong - it's purely a matter of the kinds of stories people like?
No such thing as a poor, purchased adventure. There is only a poorly run adventure!
As ever,
ACE
My next adventure is going to center around fringe porn - I hope my players like it.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
James Martin wrote:
trellian wrote:
James Martin wrote:
Not that I'm saying Paizo modules work perfectly for this in 4e either. They don't and although I see Scott Bett's admirable attempt to convert the Paizo APs, they don't ring quite right to me either.
Could someone expand on that comment? I'm really dying to play a 4th edition campaign, but don't want to play WoTC's modules, at least not as written.. What I really want to do, is try to convert some of Paizo's adventures. Why doesn't the conversions feel right?
Paizo's Adventure Paths are rooted in 3.x. They're built off that platform, embrace what works for that platform and fit the tone of that platform, a sense of anything goes. A sense that heroes are everyday people who rise above their peers to become something legendary.
4e's feel is that heroes are different, from the very get go. They don't use the same rules as non-heroes, they don't have the same feel. They're born special and time and experience allow them to refine that specialness. Converting one from one system to the other forces me to make different choices than the original designer made. I bought that module for the choices that the designer made, because I liek those choices and believe in them. Converting them from 3e, a rich and varied system with years of development, options and flavor to 4e, a young system that hasn't developed the same richness of options means substituting monsters, changing tones and making choices that are less than optimal. The giant crab in Burnt Offerings doesn't have an equivalent. So Scott chose to use Kruthiks, I believe. Its a valid choice, but in my mind, having run that adventure in 3.5 and seeing the looks on the faces of my players when a giant frickin' crab popped out of that helmet: priceless. Kruthiks don't have the same pop for me. Reading through the further conversions, too many encounters that we memorable and vivid seem less so to me with the conversion.
This is more an argument that there is some difference in feel between all editions. In other words one can't play Keep on the Borderlands or Tomb of Horrors in 3rd because they don't have exactly the same feel as BECMI or 1st edition. Hence its true that converting and adventure from one edition to another will impart some change in the feel from the original I don't think that is a big enough issue to scrap the whole idea of doing conversions. I'm a big fan of conversions - always have been and I've run a great number of adventures in both their original systems and in the new system. Its actually one way to get a good feel for where things play out differently between different editions of the game. That said I've nearly never felt that the converted adventure itself was particularly worse then the original. There where some differences and in any given encounter those differences might make for a worse encounter - but they have just as much chance of making for a better encounter, especially in places where the original system was tweaked in a newer edition because of perceived problems.
The biggest difference I suspect you'll actually find between Paizo's version and Scott's will be that in 3.x you usually faced off against a a singular big bad while in 4E you tend to fight groups. I seriously doubt that you'll find that fighting groups is actually a worse combat in most cases - the change ultimately stems from the fact that if the PCs can nerf your big bad the combats over in a very anti-climatic way. Beyond this 4E directly addressed some of the issues with the singular big bad in their monster design.
Beyond that 'the characters are hero's.' is definitely something finds in Paizo adventures - its possible to make 3.5 not have this as an underlying theme but that is not what Paizo has done with their APs (at least not up to Legacy of Fire which is as far as I have gotten). In each case the PCs will quickly attain hero status and if they did not have it initially its very ambiguous in 3.5 as to why the characters are not hero's. A first level fighter - especially one with access to many splat books, is far more potent then a commoner and in fact even better then a warrior and the early game differences are far more pronounced. 4E characters grow much more slowly then 3.x ones so they stay 'within reach' of normal humans for longer.
Finally is a Crab cooler then a Kruthics? Yeah I'd agree but this is a singular case. Conversions have a chance to take another look as an adventure in which the authors and editors where generally working against a brutal deadline and not every encounter was the most inspired it could be - in my experience for every instance where the converter made a choice that might not have been as cool as in the original there is another point where the choice is absolutely inspired and will in fact enhance the work. Beyond that its not always obvious what will strike ones players as more exciting - that Kruthic nest under the helmet has about as much chance of turning out to be a truly exciting and memorable encounter for ones players as the Crab does - My Cleric's fought Kruthic's in 4E and they are a pretty fun encounter - the nest members operate with an interesting synergy. In other words I could easily see the 'reveal' of the crab being more awesome but the actual combat over the next 45 minutes being more fun against Kruthic's then against the crab.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Matthew Koelbl wrote:
Yeah, I am incredibly pleased with these updates. Many major balance issues fixed, both overpowered and underpowered elements. And they've clearly been working on this for a while, and from what they've said, it sounds like we might see similar errata every month.
It would always been ideal, of course, if everything was perfect from the start. But that's an impossible task, and I'm more than happy to see them simply being willing to fix things once the flaws are revealed.
I really agree. No one likes errata but pretending things are not unbalanced when they really are is the absolute worst possible solution. In the end it simply damages the game. Lots of errata keeps me satisfied that they are responding to feedback and insuring that the game continues to deliver even as time goes on without us eventually getting to the point where the DM has to reskin every single encounter in a desperate attempt to keep up with the players endlessly ramping power.
I want to spend my prep time thinking up ways to enhance the encounters or adding back story to the villains - not rechoosing feats and spells for the monsters in order to make them halfway competitive with the players.
I also really appreciate that they give us some idea on why something is receiving erratta. It makes it much easier to swallow if you understand where the designers are coming from.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Matthew Koelbl wrote:
Ah, fair enough! I had not had much experience with 3rd edition adventures, just knew that the designers had offered this sort of philosophy as explanation for their current offerings of adventures.
I definitely agree that, even with that philosophy, there is room for more improvement in the adventures themselves. I like the concept and think the format is fine, they just need to include more info in the right places, and more guidance on how PCs can step outside the assumed path. Which still would not provide the sort of intricate and detailed stories that some are looking for, but I think would let them hold true to their philosophy without having quite as much disappointment in their adventures.
Though, as I mentioned, I've heard better things about their offerings of late, so some of this may well have already been addressed.
a big part of the problem was the sheer quality of Dungeon. I've not really reviewed the current crop of Dungeon on DDI but historically the model used by Dungeon meant that their adventures were just phenomenal. When your adventure design process is to take hundreds of submissions and then weed that down to just the two or three best ones your going to get a lot of really high quality adventures. Its essentially a cream rises to the top model.
I recall reading that Barbara Young (an early Editor of Dungeon) used to get very unhappy whenever an in house professional at TSR wanted to write an adventure for Dungeon as she new that there was little chance it would be able to stand up to the rest of the material she was printing simply because she was telling 99% of the people submitting their great idea that it was not good enough and just taking the very best one. Even in house professionals could not compete with that model.
This continued write through the 3rd edition era with most of the adventures appearing had gone through that 1 in a 100 process. Only the APs were done differently and that sometimes showed, though the amount of time and effort spent on the APs helped keep quality high and the writers chosen had mostly already proven themselves by being chosen multiple times from the 1 in a 100 pool. i.e. if you had the talent to be the best adventure out of 100 peoples submissions on multiple occasions then you obviously had talent in adventure writing.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Shawn Klaus wrote:
The purpose of making the adventures as vague as possible is because it is up to the DM to provide the connections to his setting, story, and characters, both PC and NPC. WoTC adventures make it very easy to dissect and disseminate all or part of any given published adventure, change a few things to fit YOUR campaign, and play with a fairly minimal amount of preparation.
That is a flawed model. It is more difficult, in most cases, for a DM to sit down and build a story and location from scratch to match his campaign world then it is to adapt a compelling story to ones personal campaign world. Most sword & sorcery tropes hold in some manner across campaign worlds, even home brewed ones. Adaption usually just requires a few tweaks here and there to make your personal home brew stand out or to change some aspect that does not line up in your homebrew. Generally the story itself still works if the monsters on display work. So we can have a story about Illithid kidnappings in town in almost any circumstances in which it is appropriate to have an Illithid as a villain.
The compelling NPC that is neck deep in deep dark cultist activity but is involved, in reality, because he feels it is the only way to protect his daughter works in nearly any adventure that feature a cult with only some minor skinning.
If they decide to tell us a really compelling story set in their default world that will be well received and gain significant following. We saw this with 3rd where Red Hand of Doom, with its interesting back story and strong, active, plot was considered some of the absolute best work that WotC put out. Its no accident that they use that setting for their first AP.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Matthew Koelbl wrote:
I think that philosophical shift is what has caused the poor reaction to the adventures by many. And I understand it has gotten better, as P1 - E3 have progressively seen more story, more interwoven plot, etc, and the Scales of War AP has similarly evolved after the early adventures. So it could also just be their early works involved them still feeling out the right style for the edition.
Worth pointing out that its not a philosophical shift. WotC's adventures were generally poorly received 'round these parts in 3rd as well. Exceptions usually came from some freelancer who might do an exceptional piece of work.
I think that the issue is that most folk 'round these parts expect their adventure stories to come from people and plots and to be driven by these NPCs. Most WotC stories are contained within some large structure which serves as 'adventure place'. This setup really results in their being little character driven story to the adventure. The PCs are going to go to this place and at the bottom of it there will be a BBEG.
Furthermore WotCs delve design has reinforced the static nature of most of these environments. Outside of depopulating them the PCs don't really have an effect because the encounters themselves are frozen in space and time until the PCs 'trigger' them.
That is not to say I don't like some of the things WotC has done with their adventures. Their focus on the encounters themselves - while leaving much to be desired from a story angle, have been some of the most spectacular encounters I've ever participated in. I really like the amount of time and effort that they spend in making important combats truly interesting and complex affairs involving lots of interesting things going on and engaging the PCs in making difficult and compelling choices in terms of dealing with the encounters.
This has caused me to modify how I run even my conversions of Paizo APs (Age of Worms in my case). I find myself picking out three or four of the most important encounters in the adventure and really rethinking them in order to get the kind of compelling encounters we have seen in some of the WotC adventures so there are ways that WotC has improved the game as a whole with their adventures - its just that they, initially at least, took one step forward with excellent encounter design and coupled that with two steps back in terms of having 'flat' NPC villains with an uninspiring story driving the action.
Truth is there is no particular reason one can't have both but its not been the norm - so far at least.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Jay Walsh wrote:
Hello all
I am wondering what options DMs have chosen when it comes to drawing the maps out of the PDFs for encounters. Right now in other DnD we use a hex board and dry eraser markers. It gets annoying having to draw out every map and I was wondering if anyone had a better method?
Thanks for any info
Jason
For most people most of the time the wet erase battlemap is going to really be your standby. Its probably the cheapest and simplest way of handling things. If you have spare time between games you can pre-draw the encounters. With extra cash you can pre draw them on a computer and print them out as personalized battle maps. If you happen to have a small fortune lying about and spare time (as well as pretty much a game room) you can get Dwarven Forge and make spectacular pre-done maps but you'll eventually realize that you could have bought a friggen car for the amount you spent on these. There are more advanced set ups like using computers and a projector to project the map onto a table etc.
Still in the end most of the time, presuming limited resources and limited time you really don't have much choice but to stick to the erasable battlemaps. Personally I go this route for most encounters but go that extra mile for the key encounters in an adventure and make Battle Maps which I print out at my local Kinko's.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Luminiere Solas wrote:
personally i would like your suggestions on tips to help newbies play dnd 3.5. please post your advice.
1. Armor class will only save you until level 3 or so, after about level 4, monster accuracy really starts to take several huge leaps making your plate clad dwarf tremble in his socks.
Disagree.
There are five basic ways of boosting armour and a handful of other options (feats specific items). Armour Bonus, Shield Bonus, Natural Armour, Dodge and Deflection. Many of these are extremely reasonably priced. For example I believe you can get +2 armour and a +2 shield for the same price as a +2 weapon and this continues for some time (+3 for both of these is the same as a +3 weapon). If you always upgrade the cheapest option gaining +1 one in most categories and then +2 in most categories etc. then you should be able to easily keep up with the monster advancements in most cases. Even where you are facing some monster with great accuracy good armour will mean that the creature can't easily trade in its hit bonus' for big benefits to damage using things like power attack. Even things that improve ones dex, grant deflection bonus' or natural armour, while more expensive then armour and shields are going to often be well worth it - For the same price as making your swords a +3 item you can make your Amulet of Natural Armour +2 and your Ring of Protection +2 and be a good way towards paying for that Dusty Rose Ioun Stone (+1 insight bonus to AC). As a rule your going to be getting the biggest bang for your buck by boosting AC simply because you can spread the money on a lot of smaller cheaper magic items that all enhance your AC.
A player that does this will be able to handle the creatures in most adventure modules extremely well - in fact the DM will likely counter by reworking all the monsters in the adventure module to increase their accuracy just because that is the only way to keep up with the players ballooning AC.
As a thought exercise consider that for the same price a +4 weapon (32,000 gp)
you could get Ring of Protection +2, Amulet of Natural Armour +2, Armour +3, Shield +2.
So we are comparing +4 to hit with +9 to AC.
Furthermore you did not even spend 3000 gp out of you 32,000 allotment so your not to far off getting your Ioun Stone. The next 5 grand after that can make the Shield +3 and then its probably time to buy those Gauntlets of Dexterity for 8 grand as the next cheap upgrade - certainly there are a lot of cheap options to boost AC at this point compared to the 18,000 you need to boost your weapon to +5.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Pop'N'Fresh wrote:
I'm just updating this thread on my campaign's progress. The group has just taken out Grallak Kur and his minions quite easily. They had more issues with the inhabitants of room 19 in TFoE but ultimately prevailed.
They are taking out room 20 next week, then heading to Vecna's temple.
The group's paladin has been doing an excellent job playing the "tank". He marks multiple foes, get the crap beaten out of him, gets healed by one of the two clerics, or lays on hands himself, and keeps on trucking. The avenger is just insane to watch, he NEVER misses using his oath, and the 2 clerics are just great with their combined healing abilities.
We are having a blast. And as promised, I will post my conversion doc once the adventure is finished.
Has your group fallen too four characters? I thought you designed for a 6 player group?
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Uchawi wrote:
I believe the following web site
dragonlance nexus
http://www.dlnexus.com
has attempted to convert some of the beginning dragonlance modules to 4E format. I also read up on the previews, and they seem like a pretty straight forward interpretation that meets the essence of each type of draconian (for the ones listed).
I prefer taladas myself, versus ansalon, and will most likely start my next 4E setting.
I sure loved me some Taladas. Truely one of the most unique and interesting campaign settings ever created.
|
|
|
|
|
 |
 |
 |
|
|