You've lost...that D&D feeling...


4th Edition


DISCLAIMER: I'm a huge fan of 4E, have purchased every 4E product released thus far, and have preordered everything that hasn't been released.

I think I’ve finally figured out why “4E doesn’t feel like D&D”.

Here’s a recent quote from Bart Caroll:
"First Edition, in many ways, placed the power of the game in the hands of the DM. “Can I do this…?” and “What happens if I…” were essentially questions posited by the players to be answered by the DM. Not quite sure how a rule worked? Wondering what actions your character can perform? In the First (and largely Second) Edition campaigns I played, these were all questions that often needed answers from the DM. That was the relationship. You tell the DM what you want to do, the DM tells you if you can, you roll some dice, and the DM provides the result... Third Edition shifted this relationship, in my opinion, into the players’ hands. The DM still ran the game and mediated the story. But as far as the rules went, the players had much greater power in how they built their characters and what they could pull off. Pun-Pun is an example taken to the extreme, but min-maxing characters was commonplace, often limited only by the players themselves. In several campaigns, I witnessed the tension this caused between experienced players looking to build the most powerful character they could, and newer players using the character they were most comfortable with—usually, a simpler, less tricked-out character."

4E does a very good job, as mentioned by Jezred in another thread, of creating a balance in power between the players and DM. It did this by codifying every player action into pre-written powers, with all powers conforming to an unwritten baseline power level. This is where, I think, all of the complaints of “4E isn’t real D&D” or “4E feels too video –gamey” or “4E plays like a boardgame” come from. It does play like a video game. The players are given a finite set of inputs/powers to choose from. The players choose from those inputs, roll some dice, and the CPU/DM processes that information and spits out a result.
Therein lies the problem with 4E. Every power and ritual describes a detailed, concrete result with no room for deviation. Ever since 1E, new editions have been “closing loopholes”, trying to prevent the players from abusing spells and powers or using them in any way other than intended. Now, in 4E, all of a PCs powers read like magic cards. They’re clear, concise, and leave no room for interpretation. This has the unfortunate side-effect of discouraging player creativity. The open-endedness that is the one true advantage of table-top role-playing has been suppressed by an effort to quash loophole abuse. “Can I do this…?” and “What happens if I…?” are no longer common at the gaming table.

To be fair, I don’t think 4E or its designers are to blame for any of it. 3E really rewarded system mastery and rules-lawyering, and the internet made information readily available to everyone. Every system flaw was exposed for all to see and “RAW” became the mantra of the power-gamer. Even though all of that garbage could be so easily kept in check by the DM, that didn’t stop people from whining incessantly about “balance” on every message board and in every chat room. In response, 4E was designed to be a “balanced” system with no loopholes. As soon as people discovered that Blade Cascade was “broken”, WotC errated it.

The bottom line is that we as a gaming community are to blame. All of the people who complained that 3E was “broken” or that 3E spellcasters were overpowered or that Blade Cascade could kill Orcus in a round or that smugly point out the Oberoni fallacy are to blame.
The good news is that all is not lost. There is still room for creativity no matter what edition we play. It’s easy to rely on the system to present choices, but it doesn’t have to be like that. The example from an early playtest where a PC kicked the table out from under some kobolds is a perfect example. Not every action, combat or otherwise, has to be spelled out in the Player’s Handbook. 4E only plays like a video game if you choose to play it that way. 3E spellcasters are only overpowered if you play them that way.

Hopefully, the next edition of D&D will take the training wheels off and encourage players to think for themselves. Hopefully, 5E will combine the openness of 1E with the streamlined mathematics of 4E, and what a system that would be!


Excellent post. I think you would really enjoy a visit to Knights and Knaves. You obviously think deeply about the philosophy behind the game, and that is a popular activity on the forums there. You may find some interesting posts about the real nature of D&D there. Just be sure to read the forum guidelines before posting. It is a community with some very particular rules.

Knights-n-knaves.


Sebastrd wrote:

DISCLAIMER: I'm a huge fan of 4E, have purchased every 4E product released thus far, and have preordered everything that hasn't been released.

I think I’ve finally figured out why “4E doesn’t feel like D&D”.

Here’s a recent quote from Bart Caroll:
"First Edition, in many ways, placed the power of the game in the hands of the DM. “Can I do this…?” and “What happens if I…” were essentially questions posited by the players to be answered by the DM. Not quite sure how a rule worked? Wondering what actions your character can perform? In the First (and largely Second) Edition campaigns I played, these were all questions that often needed answers from the DM. That was the relationship. You tell the DM what you want to do, the DM tells you if you can, you roll some dice, and the DM provides the result... Third Edition shifted this relationship, in my opinion, into the players’ hands. The DM still ran the game and mediated the story. But as far as the rules went, the players had much greater power in how they built their characters and what they could pull off. Pun-Pun is an example taken to the extreme, but min-maxing characters was commonplace, often limited only by the players themselves. In several campaigns, I witnessed the tension this caused between experienced players looking to build the most powerful character they could, and newer players using the character they were most comfortable with—usually, a simpler, less tricked-out character."

4E does a very good job, as mentioned by Jezred in another thread, of creating a balance in power between the players and DM. It did this by codifying every player action into pre-written powers, with all powers conforming to an unwritten baseline power level. This is where, I think, all of the complaints of “4E isn’t real D&D” or “4E feels too video –gamey” or “4E plays like a boardgame” come from. It does play like a video game. The players are given a finite set of inputs/powers to choose from. The players choose from those inputs, roll some dice, and the CPU/DM...

I gotto say, I cannot see your point with 4E!!! Its true in each edition the definitions of what a player could do became increasingly set down, restricting the player.....IF YOU ARE A ROBOT!!!!

I encouraged players to say what they wanted their character to do 'I want to run along the stairs bannister, jump onto the table and attack the guy at the end of the table' for which I would give a reply 'right you need a balance check DC 15 for bannister, jump check DC 10 and it counts as a charge attack.
4E has each class getting almost feat like and very individual abilities at each level but it's still up to the DM to step up and say 'ok does anyone want to do something impressive and or crazy during the combat?'.
Ultimately it means more work for the DM giving DC's for skill uses, Ability uses or combat variations but now the player can pipe up saying that he has a power that encompasses some of what he is trying to accomplish so some checks may be unnecessary.
The limits are between the player and DM, not between the covers of the PHB, DMG or MM. I see the players roleplaying their power, describing what their trying to do ( and unlike previously actually having a reasonable chance to do it).

Dark Archive

Good Post!
That sums up my feelings for 4th edition too.
I have come to like the new mechanics after I was strongly opposed to this incarnation of D&D at first.


very well stated. i was a 1e dm for a very long time. i had creative friends who presented me with alot of actions that were not covered by rules. i usually adjudicated against them. (which i hated doing, but, i did it anyway, because 1e, was dm vs player. no mater how much you try to argue against it, that was the way it was)

i for the most part skipped 2e. i didnt like thac0. on to 3/3.5. my first real encounted with it was with power gamers (kill the monster, take his treasure, kill next monster) with min/maxed characters. i hated it. i felt as a dm that i had no real point to be there. they didnt like story, they just wanted to purchase their way up to the most powerful beings that they could be. they didnt like description, they just wanted to know where the monster was. they didnt even like mapped out rooms. put the monster in the center of the map, we will get to him.

my latest group is story, characterization, description, fun, and switching to 4e. unfortunatly, i moved. so i dont play with that group anymore.

balance. balance is more than just a 1st level anything surviving a fight against higher level monsters. its more than just the power difference between player and dm.

its about fun. its about providing the most fun between everybody. the wizard isnt going to have more fun than the fighter, the fighter is not going to have more fun then the rogue, and the dm is not going to have more fun than the players. and nobody is going to have more fun than orcus.


Sebastrd wrote:
*awesome stuff*

I loved your post, and thanks for mentioning my other post. I agree with you for the most part. I agree with one exception. I would say that the new rules set "easily creates the perception that" everything is codified and rigid. I think a lot of the perceptions of 4E are just that: perceptions. The rules are clear and well laid out, which is nice change from prior editions and other RPGs. But don't let the rigidity of the core rules discourage improvisation. PCs can still do zany things that aren’t clearly spelled out in the rules. The DMG encourages us DMs to “reward the player’s creativity”. You can still assign a DC and let them roll for it, or just rule that whatever they are attempting are within the realm of their ability and let it happen. And just because there are skill challenges with fixed goals and DCs doesn’t mean you can’t cut the PCs a break if they role-play the scene well.

It may feel like WoW, but you can still play it on a “RP server”. (Like I do.) :)

Dark Archive

ProsSteve wrote:
The limits are between the player and DM, not between the covers of the PHB, DMG or MM. I see the players roleplaying their power, describing what their trying to do ( and unlike previously actually having a reasonable chance to do it).

But that holds true for every edition of D&D and even every RPG!

Years ago I even had a few games without any rulebooks and it worked!
The rules of a game give the DM and the Players the framework to work with.
Sure, experienced DMs and players will be able to "wing it" and make on the spot decisions.
But this Framework helps new DMs and players to get an idea how things are supposed to work.


I see your point, but I really haven't experienced this in any of my own games. Indeed, 4E has felt more encouraging of creativity in the presence of combat stunts and actions, which are designed to reward players for thinking outside the box.... but, it is true, designed to do so in a relatively codified fashion.

But we've still had players asking questions around the table - they are now just of the variety:
1) "Can I cartwheel into the air, snag the flying devil and bodyslam it into the ground?"
2) "Can I use Thunderlance to collapse the roof on a group of orcs?"
3) "Can I use Ray of Frost to freeze the pool of water an enemy is walking through?"

And the answers might be:

1) "Sure - make an Acrobatics check at DC 25, and if you succeed, you can make a Grab check with a +2 bonus - succeed in that, and you slam the devil into the ground for 2d6+3 damage, and it is now grabbed and prone on the ground."
2) "Sure - make an attack against DC 28 to break the ceiling. If you succeed, make your attacks as normal (ie, same attack you would have made with the spell) against the orc's - you target their AC, but do 4d10+6 damage (half damage on a miss), and the area they are in are filled with difficult terrain."
3) "Sure - make an arcana and nature check, each at DC 18, to figure out the best way to freeze the ice around him. Then make your attack as normal - if you hit, he takes the normal damage and effects of the attack, plus an extra 1d6+4 damage from the freezing ice, and the square he is standing in becomes difficult terrain."

Now, the effects do tend to be somewhat uniform - you look up page 42 in the DMG, make a call on difficulty and results, and run it as you feel best. Sure, it lacks the punch of "Can I use my illusion spell to make the enemy think they are sealed in an unbreakable adamantine box? And then we shoot it to death while it tries to save against the illusion and get out?"

But I rather like having both creativity and a level of balance. And if a DM really wants to reward an outrageous concept or idea by letting it oneshot the enemy, they can still do so. (I've seen some people propose use of Arcane Gate to throw the enemy into an infinite loop of falling, followed by blocking the gate and dealing them infinite falling damage. I'd probably say no to such a thing, but other DMs might think it cool enough to say yes.)

I think the most important thing is that the power to reward creativity has been placed back in a DMs hands, and that they are both encouraged to reward creative actions, as well as given rules to let them do so without breaking the game.

Now, all that said, I think there is some truth to your words - namely, that because the rules are pretty clearly delineated in most areas, most players I've seen have hesitated to try anything unusual (even though the DMG encourages it.)

A great solution I saw posted on Enworld was a DM who was running for a table of new players, and thus gave them pregen characters, each with a selection of power cards. Each of the character also got a card which said what the character's specialty was, and that they could attempt anything creative they thought of by asking the DM.

Another poster in the thread mentioned the idea of a combat stunt card, saying something like: "Describe a stunt you want to do. If the DM says he doesn't want it, spend this power. The stunt still works. (Adjudicated by the p.42 DMG rules - and should be no less effective then an encounter power)
Special: If you have expended this power, remember that you can still try to ask your DM, you just don't get this overriding card."

I think these are all really good ideas - the system itself does work great with creativity and creative actions, but the real trick is getting players into the mindset of using them, and removing the fear of the DM saying no.


Tharen the Damned wrote:
ProsSteve wrote:
The limits are between the player and DM, not between the covers of the PHB, DMG or MM. I see the players roleplaying their power, describing what their trying to do ( and unlike previously actually having a reasonable chance to do it).

But that holds true for every edition of D&D and even every RPG!

Years ago I even had a few games without any rulebooks and it worked!
The rules of a game give the DM and the Players the framework to work with.
Sure, experienced DMs and players will be able to "wing it" and make on the spot decisions.
But this Framework helps new DMs and players to get an idea how things are supposed to work.

I think the fact that unlike the 'Old' editions there are so many rules it's assumed that there are rules for everything. I've generally told people in my game's that any time the rules are uncertain rather than hunting around or not doing the task, I will adjudicate the rule regardless of what happens and continuity is more important than scanning the books for 10 mins.

In 3.5 games I started using Reflex saves to represent a PC trying to run around a corner( which is against the rules). I've done american football and a variety of other sports( which I daresay we all have) and I know for certain I can cut in between people whilst running.
It means at later levels the heavy armoured fighter will be outstripped by the limber theif. And why not. Running for his life is the thiefs only chance to survive.

Faced by the rule books I normally say 'well that's dull so I'll make a rule ok?'. Make the rules work for you, not the other way round.

Dark Archive

Matthew Koelbl wrote:
I think these are all really good ideas - the system itself does work great with creativity and creative actions, but the real trick is getting players into the mindset of using them, and removing the fear of the DM saying no.

It is also important to make creative ideas valid choices compared to the powers a PC can use.

Your example above: Why should I do the stunt with the devil if I have a power that does more damage with a higher chance of hitting?
But on the other hand these stunts should not overshadow the normal powers.


I notice that a lot of people who disagree with the point Sebastrd makes are using examples of actions to talk about what a character can or cannot do. Sure, Caroll did mention actions in his description, but I think what he means is rules interpretation.

In the old days, the rules were less available to the players, and that let the DM arbitrate his game as he saw fit. The players were discouraged from even reading the DMG or Monster Manual. With the advent of 2nd edition, more combat rules and options were put before the players, and they had a lot more say in the way things worked. This was exacerbated by 3.0, 3.5 and now 4E.

I think the point is that because of this availability of rules to players, Sebastrd feels the game has been taken from the DM, and in many ways, he's right. Arbitration is much less an art and much more automatic. It's as if the DM doesn't even need to make any decisions about anything except the more creative aspects of the game.

Many people would see this as a positive thing, and they should, if that's the direction they want the game to go.

Those of us nostalgic for 1E and the mystery behind the DM's shield have a different interpretation. I remember when using PCs from another DM's campaign was not just a faux pas, it was almost an insult. And in many cases, you just couldn't, because the rules were so different from campaign to campaign.

That galled Gygax something fierce, and his rantings about it - "You're not playing D&D!" - remind me of the rantings today about 4E. I'm sad to say that he may well be responsible for originating the trend that we're talking about.


Jezred wrote:
I would say that the new rules set "easily creates the perception that" everything is codified and rigid. I think a lot of the perceptions of 4E are just that: perceptions. The rules are clear and well laid out, which is nice change from prior editions and other RPGs. But don't let the rigidity of the core rules discourage improvisation. PCs can still do zany things that aren’t clearly spelled out in the rules. The DMG encourages us DMs to “reward the player’s creativity”. You can still assign a DC and let them roll for it, or just rule that whatever they are attempting are within the realm of their ability and let it happen. And just because there are skill challenges with fixed goals and DCs doesn’t mean you can’t cut the PCs a break if they role-play the scene well.

I wholeheartedly agree.


Jerry Wright wrote:
Good stuff.

That's pretty close. I think the older rules were a lot more open-ended, almost inviting the players to see what they could come up with. Adventures seemed to be designed to challenge the players' creativity and problem-solving ability.


Sebastrd wrote:
Jerry Wright wrote:
Good stuff.
That's pretty close. I think the older rules were a lot more open-ended, almost inviting the players to see what they could come up with. Adventures seemed to be designed to challenge the players' creativity and problem-solving ability.

It may be that the intent of 4E is to encourage DMs to concentrate on that creativity, and that is facilitated through letting the rules take care of themselves. Not a bad approach, really, if you want that.


Tharen the Damned wrote:


It is also important to make creative ideas valid choices compared to the powers a PC can use.
Your example above: Why should I do the stunt with the devil if I have a power that does more damage with a higher chance of hitting?
But on the other hand these stunts should not overshadow the normal powers.

I *strongly* disagree with that last part. IMHO, a player who comes up with a 'stunt', that stunt should ALWAYS overshadow the normal powers. If they don't, you go right back to the "Why bother?" mindset.

As soon as a player starts to believe that 'no matter what he does', just using his Uber-Stab attack for 3d10 will always be better...he'll give up trying to be creative/imaginative. It becomes "I could grab the heavy iron poker, throw it at the oil-filled lamps overhead of the orc and light him up for 1d10, if I hit, with no bonuses other than level and dex...or I could just hit him at +9 for 2d10+6 with my sword".

I'd rather have creative players who liven up the entire game session than players who simply min/max their listed powers and bore the hell out of me.

^_^

Paul L. Ming


pming wrote:
Tharen the Damned wrote:


It is also important to make creative ideas valid choices compared to the powers a PC can use.
Your example above: Why should I do the stunt with the devil if I have a power that does more damage with a higher chance of hitting?
But on the other hand these stunts should not overshadow the normal powers.

I *strongly* disagree with that last part. IMHO, a player who comes up with a 'stunt', that stunt should ALWAYS overshadow the normal powers. If they don't, you go right back to the "Why bother?" mindset.

As soon as a player starts to believe that 'no matter what he does', just using his Uber-Stab attack for 3d10 will always be better...he'll give up trying to be creative/imaginative. It becomes "I could grab the heavy iron poker, throw it at the oil-filled lamps overhead of the orc and light him up for 1d10, if I hit, with no bonuses other than level and dex...or I could just hit him at +9 for 2d10+6 with my sword".

I'd rather have creative players who liven up the entire game session than players who simply min/max their listed powers and bore the hell out of me.

It's a fine line to walk - which is why I like the stunt rules deal with both limited and normal stunts. Limited ones are things that can't be readily repeated, and thus do more damage, while a normal stunt is something you could pull all the time. Normal stunts are on par with normal attacks, but might let you go after a different defense or attack in a situation you could not normally. (Such as tackling a flying devil, as in my example above.)

I like to go a small step farther and add on a reasonable effect (like knocking enemies prone or creating difficult terrain, etc) when appropriate - this also helps differentiate this actions and make them feel exceptional.

But... it is a tricky thing. I have a rogue who is designed to deal damage - a stunt would almost never be worthwhile, since my damage is already so high. Instead, I simply try to have cinematic use of my powers with things like Bait and Switch, so that I'm still having an interesting and memorable combat anyway. And if I'm in a situation where I can't get Sneak Attack, I imagine that's the time to go for the daring stunts! (Which is entirely appropriate - when a rogue's back is to the wall, allies are nowhere in sight, and they are one on one with a foe... that's when they need to pull out some fancy tricks the most!)

Dark Archive

pming wrote:

I *strongly* disagree with that last part. IMHO, a player who comes up with a 'stunt', that stunt should ALWAYS overshadow the normal powers. If they don't, you go right back to the "Why bother?" mindset.

As soon as a player starts to believe that 'no matter what he does', just using his Uber-Stab attack for 3d10 will always be better...he'll give up trying to be creative/imaginative. It becomes "I could grab the heavy iron poker, throw it at the oil-filled lamps overhead of the orc and light him up for 1d10, if I hit, with no bonuses other than level and dex...or I could just hit him at +9 for 2d10+6 with my sword".

I'd rather have creative players who liven up the entire game session than players who simply min/max their listed powers and bore the hell out of me.

^_^

Paul L. Ming

I think you misunderstood me. What I wanted to say: if one action, be it a stunt or a normal power clearly overshadows (in terms of average damage output) the other actions or powers, this action or power is too good. Players will want to use it always.

Therefore, as Matthew posted above, it is a thin line to walk to make a stunt worthwhile but not so good that you use it every encounter.
Your above example is a good one for a once off stunt. This is cool and IMO should do a lot of damage if it succeeds.
On the other hand, if a PC lights oild rags on his warhammer to get another d6 fire damage, as DM I would come up with some ideas that discourages the every encounter use. The warhammer gets brittle and breaks easy or so.


Just wanted to say that in general I think this has been a great thread. Many of the others quickly degenerate into a slinging match while not saying anything constructive. Gladdens me alot that there a still adult minded people having adult conversations about the hobby rather than getting all bent out of shape because things are changing.

I play 3.5 but I'm glad 4E is here because variety makes us think about how we want to play etc. It doesn't bother me that some people want to play other iterations of DnD because I can do whatever I want. Got invited to a 4E game for next week and I'm way keen to see what it's like. Still, even if I don't like it, I'll happily stick to what I like. Rock on 4E. As long as ppl are RPGing and having fun, the hobby of Pen and Paper gaming will move forwards.


Jerry Wright wrote:
Sebastrd wrote:
Jerry Wright wrote:
Good stuff.
That's pretty close. I think the older rules were a lot more open-ended, almost inviting the players to see what they could come up with. Adventures seemed to be designed to challenge the players' creativity and problem-solving ability.
It may be that the intent of 4E is to encourage DMs to concentrate on that creativity, and that is facilitated through letting the rules take care of themselves. Not a bad approach, really, if you want that.

I started reading the PHB and before reading was influenced by the 'nay' sayers so was very dubious about the game. I thought it was iffy after reading it(still very influenced by 'nay' sayers), and a little lacking in some area's for my tastes.

The one section on Alignment etc was excellent. I read the details on building personality of the Character, which went very deeply into, idea's, attitude of the character, his\hers reactions to certain situations and lots more. It became about putting real values into PC instead of Alignment. This alone started to sway me.

I then start reading the DMG which unlike previous versions contains lots of things about using interaction skills including a great set of examples of how to run a non combat challenge, which skills to use, how to use lots of skills to effect the encounter that brings more players into interaction encounters and finally the result.

It was a fantastic example of roleplaying( even shows bad skill choices, one player tries to INTIMIDATE the NPC Duke who reacts very badly!!). At this point I started to see the game as a Roleplaying game not the WOW tabletop simulator that people were complaining about.

I think it's up to the players to inject the Roleplaying into the character, a rogue slides 2 squares before attacking, the player says ' I duck left, sideways roll and stab for the guys exposed ribs' and this same attack can be envisioned many other ways. Its just the fact that all character classes have 'specialised attack forms now'. The AT WILL powers may be a little cloney at the moment but this can be expanded on in later books.


Sebastrd wrote:
Hopefully, the next edition of D&D will take the training wheels off and encourage players to think for themselves. Hopefully, 5E will combine the openness of 1E with the streamlined mathematics of 4E, and what a system that would be!

Excellent post! You've very accurately described precisely each edition and how they're perceived. You've effectively written what I've felt about 3e and 4e since they were released.

And you know, 1+4 is 5 after all.... ;-)

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