WotC have got to be kidding me...


4th Edition

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Scarab Sages

Scott Betts wrote:
Anyone can do fluff.
Erik Mona wrote:
Ha!

Fluffer on set! He's losing wood!


Scott Betts wrote:
A number of the classes in question were very rarely played in 3e (bards were terrible, monks were terrible)

This is so wrong.

Because someone doesn't like a race or a class doesn't mean it is [terrible] or that it [sucks].
Having an opinion is fine. Making it an absolute statement is futile.

Whatever the editions of D&D, there have been many players who liked or disliked some classes, like Bards or Monks.
If you don't like them don't play them. But it doesn't mean they are [terrible].
Maybe they are just not your style.

Silver Crusade

We can speculate about WotC's motives for why they chose the classes they did for the original 4e PHB, but unless you were in on those meetings, you don't know.

In the end, the decision is largely an arbitrary one. It's not a backwards-compatible edition, so including the same classes that were in the 3.5 PHB does not serve any particular design requirements.

Comparing that decision to Pathfinder's core rulebook is like comparing apples and coffee. Pathfinder's stated goal is backward compatibility.

The barbarian, monk, and sorcerer in particular were not in the 2e players handbook (although they appeared popped up here and there across past editions), so their history as a "core class" is really quite short. Bards and druids have a longer history, but even they weren't in the original incarnation of D&D.

A new edition means new decisions can be made about what the essential classes are. They weren't under any obligation to keep everything that was in the 3.5 PHB.


Celestial Healer wrote:
Bards and druids have a longer history, but even they weren't in the original incarnation of D&D.

If you refer to OD&D (basic game), that's true.

But they both were in AD&D 1st edition Player's Handbook.


Tharen the Damned wrote:
The exchange of Classes in 4th edition had nothing to do with "design" but all with "sales". WoC knew, that upcoming "Core Books" after the PHB will sell even better if they include Classes that as "old" Core (i.e. being there since 3.0 or earlier).

It had "nothing" to do with design? Ok, that's just a silly claim.

Look, decisions like this draw on countless factors. I imagine that, yes, sales were some part of it. I don't honestly think they were a significant part - I think a stronger argument could be made there with splitting up Monster Manual content, honestly - but the decision isn't made in a void, and I imagine that factored in at some point.

But design was clearly a significant part of it. The classes in question included some of the more complex/overloaded ones (druid), some of the ones that were typically underpowered or hard to pin down their place (bard, monk), and ones that merited some overhaul to divorce them from the classes they were very closely tied to (barbarians to fighters, sorcerers to wizards.)

The druid and barbarian became easy choices to push back for thematic reasons, due to the grouping by power sources. And in the process, split the druid's essence up into more than one class, to remove the need for it to be able to fill every possible role. The monk, potentially even more of a challenge to design, got put significantly on the backburner.

As for the bard? From what I understand, the bard was originally planned for the PHB (and possibly the Sorcerer as well), but as the PHB was nearing completion, they felt they needed more time to get it right, and so pushed it back rather than released a class design they didn't feel confident with.

Meanwhile, they filled in a new archetype (the Warlord) that certainly fit a strong role in the game, and they placed the Warlock in the forefront after seeing its popularity in the previous edition. (And it standing essentially in the sorcerer's place as the 'other arcane caster' while being much more distinct from the wizard.)

And I think their decision to push back many of these classes really proved to be a good call - they are much more ambitious designs that those in the first PHB, and manage to fit the druid and bard into some of those more hybrid roles without either trivializing or falling behind the capabilities of the more standard classes. The barbarian and sorcerer are more distinct than ever, with rages truly feeling momentous, and the sorcerer - now that it couldn't rely upon the mechanic of spontaneous casting to differentiate it from the wizard - now really emphasizes some of the built-in flavor that was only touched upon in 3rd Edition.

Look, everyone has a favorite class, favorite race, favorite character option. One book simply cannot contain them all. In 4E - just like in every edition before it - the designers fiddled with the initial races and classes to fit both their own views, and what they genuinely felt was a good starting point for the edition. It includes the truly core classes: Fighter, Wizard, Rogue, Cleric. More than that is a matter of preference, and claiming that the designers had absolutely zero contribution in what classes were decided upon is just an absurd remark to make.

Silver Crusade

Seldriss wrote:
Celestial Healer wrote:
Bards and druids have a longer history, but even they weren't in the original incarnation of D&D.

If you refer to OD&D (basic game), that's true.

But they both were in AD&D 1st edition Player's Handbook.

That is what I was referring to.

In other words, from my perspective, the only classes they had any obligation to offer from the beginning, in order to call it "D&D", were fighter, rogue/thief, cleric, and wizard/mage/magic-user. And they gave us all of those.


Seldriss wrote:
Scott Betts wrote:
A number of the classes in question were very rarely played in 3e (bards were terrible, monks were terrible)

This is so wrong.

Because someone doesn't like a race or a class doesn't mean it is [terrible] or that it [sucks].
Having an opinion is fine. Making it an absolute statement is futile.

Whatever the editions of D&D, there have been many players who liked or disliked some classes, like Bards or Monks.
If you don't like them don't play them. But it doesn't mean they are [terrible].
Maybe they are just not your style.

As someone whose first introduction to my current gaming group was being handed a monk in a one-shot, and spending the evening entertaining the group with zen one-liners, I can say I enjoyed playing a monk in 3rd Edition. And as someone who played a know-it-all bard in the RPGA who thought he was essentially Indiana Jones (but had absolutely none of his physical prowess) - yet still managed to singlehandedly save an entire table of 12th level characters while he was level 2 - I can say I enjoyed playing a bard as well.

But I think from any objective standpoint, those classes had a number of significant mechanical issues which could hinder gameplay. They weren't guaranteed to, by any means - plenty of games were of the style that those issues were meaningless. But the issues were still there, and worth addressing - both in Pathfinder, and in 4E. Issues with attack bonuses, ill-defined roles, scattered capabilities - these were what made them mechanically 'terrible' by Scott's decree. That didn't mean they couldn't be roleplayed well, that didn't mean they couldn't be enjoyed, that didn't even mean they couldn't end up as solid characters in many campaigns.

It just meant they had many games where they were at a handicap, and that cropped up often enough to be a problem. In my last extended 3.5 campaign, the only character change was one player who had a monk, was frustrated at their lack of contribution to the party, and ended up switching to something new. I know that one anecdote doesn't serve as proof alone, but there are so many similar stories out there that this clearly wasn't an isolated problem.

I'm not sure what more to tell you - the classes had distinct mechanical design flaws. Not insurmountable ones, but they were there, and that was pretty universally agreed upon.

Dark Archive

Scott Betts wrote:
I think of it like Chef Gusteau from Ratatouille when he states emphatically that "Anyone can cook!" What he actually means is that anyone can try their hand at cooking, and should be encouraged to give it a shot. Most people will not cook gourmet masterpieces fit for Michelin review, but that doesn't mean what they are cooking is somehow unacceptable, or that they and their families won't enjoy it.

The same goes of course for tinkering with the rules. Maybe you can create consistently good crunch.

I the spirit of Gusteau: Everyone can do crunch.

Scott Betts wrote:
Likewise, most people can write passable fluff, but only a special few can write truly excellent fluff. I happen to think that Paizo falls into this latter category.

"Passable Fluff" is something you can not qualify. What is passible for you might be crap for me but the best idea since the wheel for someone else.

Creating "good fluff" is also correlated to scale.
It is realtively easy to create an outstanding desciption of a magic item but it is much harder to create a the fluff for a town. The biggest challenge is of course the camapign setting.
The success of "plain vanilla" campaign settings like Greyhawk or Golarion or even FR shows that it is far easier to use pre-existing fluff (and maybe mold it so it fits your ideas) than to create your own campaign setting.

Scott Betts wrote:
But the same does not hold true for mechanics. Few people can write acceptable mechanics on a consistent basis, and far too many are convinced they can.

This is because you can judge mechanics on an objective basis, while you can only judge Fluff on a subjective basis.

You will see immediately how your new Class the "Gartenzwerg" works with other classes and how his skills/feats/powers etc. interact with existing rules.
Fluff is more malleable.


Celestial Healer wrote:
Seldriss wrote:
Celestial Healer wrote:
Bards and druids have a longer history, but even they weren't in the original incarnation of D&D.

If you refer to OD&D (basic game), that's true.

But they both were in AD&D 1st edition Player's Handbook.

That is what I was referring to.

In other words, from my perspective, the only classes they had any obligation to offer from the beginning, in order to call it "D&D", were fighter, rogue/thief, cleric, and wizard/mage/magic-user. And they gave us all of those.

That's the Fighting Man/Fighter.

Strange that the Cleric, the last class to get a place at the top table, is the only one not to get renamed at some point.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bluenose wrote:


Strange that the Cleric, the last class to get a place at the top table, is the only one not to get renamed at some point.

Priest and Holy Man didn't go over that well.

Liberty's Edge

Matthew Koelbl wrote:
As much as I've been arguing with you in this thread, I can only wholeheartedly agree with this statement here. It really does make me sad when the avenues they already have for the fluff - the flavor text of powers and items, for example - is boring or dull. It is such a missed opportunity.

Excellent, sorry it took so long to word what I meant clearly enough. 4e has a lot of Crunch divorced from the Fluff - this lessens the game as a roleplaying game. I really don't think that if they had as you so rightly said "interwoven" Crunch and Fluff that many of the accusations of "board game" would have been leveled at 4e. I get the feeling that WotC spent too long congradulating themselves on the job well done with the mechanics and then ran out of time to do the game justice with equal effort Fluff-wise. A shame really.

S.

PS: How did this get into classes included or not included AGAIN... If we are going to continue I want to complain that the Anti-Paladin and Archer-Ranger from Dragon mag weren't included in either pfRPG or 4e. What were they thinking? No that's it I'm quiting my hobby of 24 years and taking up flower arranging.


Seldriss wrote:
Scott Betts wrote:
A number of the classes in question were very rarely played in 3e (bards were terrible, monks were terrible)

This is so wrong.

Because someone doesn't like a race or a class doesn't mean it is [terrible] or that it [sucks].
Having an opinion is fine. Making it an absolute statement is futile.

Whatever the editions of D&D, there have been many players who liked or disliked some classes, like Bards or Monks.
If you don't like them don't play them. But it doesn't mean they are [terrible].
Maybe they are just not your style.

Oh, no, bards and monks are absolutely my style - one of my favorite play experiences involved a martial artist in a completely different system. They just were terrible in 3e. If it makes you feel better, I can certainly say "In my opinion, and that of pretty much everyone else I've encountered who has mechanically examined these classes, bards and monks are terrible."


Tharen the Damned wrote:

"Passable Fluff" is something you can not qualify. What is passible for you might be crap for me but the best idea since the wheel for someone else.

Creating "good fluff" is also correlated to scale.
It is realtively easy to create an outstanding desciption of a magic item but it is much harder to create a the fluff for a town. The biggest challenge is of course the camapign setting.
The success of "plain vanilla" campaign settings like Greyhawk or Golarion or even FR shows that it is far easier to use pre-existing fluff (and maybe mold it so it fits your ideas) than to create your own campaign setting.

Yes, it certainly is easier. It's also easier to use premade crunch. Ease of use has no bearing on this discussion.

And while, yes, there is a certain amount of subjectivity involved, I think by and large people are going to tend to agree on the quality of a certain piece of fluff.

Tharen the Damned wrote:

This is because you can judge mechanics on an objective basis, while you can only judge Fluff on a subjective basis.

You will see immediately how your new Class the "Gartenzwerg" works with other classes and how his skills/feats/powers etc. interact with existing rules.
Fluff is more malleable.

It's beyond me to back it up, but I firmly believe that amateur crunch is much more likely to be damaging to a play experience than amateur fluff. Certainly, outright terrible fluff or crunch will be bad. But while fluff is malleable and doesn't need to be just right to have its intended effect most of the time, crunch does need to be just right. Most people can't do "just right" with crunch.


Stefan Hill wrote:


Excellent, sorry it took so long to word what I meant clearly enough. 4e has a lot of Crunch divorced from the Fluff - this lessens the game as a roleplaying game. I really don't think that if they had as you so rightly said "interwoven" Crunch and Fluff that many of the accusations of "board game" would have been leveled at 4e. I get the feeling that WotC spent too long congradulating themselves on the job well done with the mechanics and then ran out of time to do the game justice with equal effort Fluff-wise. A shame really.

S.

Thing is I agree with you but I'm not really sure that we represent all that significant a chunk of the community. It may be that we just have to be happy that we at least get some love in the form of books like DMG2 while accepting that for every book like the DMG2 there are going to be four books that emphasize new character classes, races or powers. On the upside its often not to difficult to tell the difference between a crunch heavy book and a fluff heavy one hence we can gravitate toward our favorite kind - and if you have access to the DDI you can even get access to much of this crunch without plopping down for a book thats not really any fun to read.

Liberty's Edge

Celestial Healer wrote:
Seldriss wrote:
Celestial Healer wrote:
Bards and druids have a longer history, but even they weren't in the original incarnation of D&D.

If you refer to OD&D (basic game), that's true.

But they both were in AD&D 1st edition Player's Handbook.

That is what I was referring to.

In other words, from my perspective, the only classes they had any obligation to offer from the beginning, in order to call it "D&D", were fighter, rogue/thief, cleric, and wizard/mage/magic-user. And they gave us all of those.

Actually, in OD&D (sans supplements), you could play a fighting man, a cleric, or a magic user. Elves had characteristics of both fighting men and magic users and had level caps, dwarves and hobbits were stuck with fighting man and also had level caps.

Thieves and druids didn't appear until the supplements were released (Greyhawk and Eldrich Wizardry, respectively, I believe).


Stefan Hill wrote:

I just looked at the upcoming releases. They appear to be going to do "race" books. Welcome back to the moronic days of 2e/3e splat book blot. Great chance for WotC to inject some sensibility into D&D after 3.x or so I thought 4e would be. I thought that the multi-PHB/DMG/MM's were quite a good idea to keep things in check - one per year, simple. Then of course the "powers" books were released, but grouped so things still weren't too overloading - but heading that way. But idea of races books just annoys 3 kinds of excretment out of me. UUURRRGGGGHHHH!!!!

Yeh, yeh I know - they need to make money, yada, yada... Doesn't make it any less annoying however.

In 1e you needed a bag to carry your books, in 2e you needed a compact car, in 3e you needed a station wagon, and now in 4e it looks like a semi would be a good investment.

S.

When WotC let the DDi Compendium free on WW D&D Day or GenCon(or whatever day it was, it was recent though) I took the liberty of looking to see how much bloat was in 4E after only a year.

I don't remember the exact numbers, but I was shocked to see over 4,000 feats, 5,000 monsters, hundreds of paragon paths (now getting close to 1,000), hundreds of epic destinies, and I think over 3,000 powers. 3E just NOW officially (counting Dragon Magazine and Dungeon Magazine also) has over 2,000 feats, a few hundred prestige classes, I think maybe about 1,200 monsters between it's release date and the Elder Evils book, and as for spells I believe probably 2,000 of that (I'm comparing spells to 4E class powers) in a total of 7 years!

With the lineup of books I see coming, I can see that number doubling the 2nd year. Not including all the crazy, funky mechanics like Hybrid Characters and that new skill stuff coming in PHB3 and then Martial Power 2's Ritual-like martial abilities. Let's not forget Dragon Magazine adds a ton of crap. That's ridiculous. Is that what D&D will boil down to in about 5 years? Hundreds of thousands of...stuff?

2e was overload of fluff and 4e an overload of crunch...it seems only 1e and 3e had the perfect balance set. The odd-numbered editions seem to be doing great...maybe 5E will bring D&D back to normal again.


Razz wrote:

When WotC let the DDi Compendium free on WW D&D Day or GenCon(or whatever day it was, it was recent though) I took the liberty of looking to see how much bloat was in 4E after only a year.

I don't remember the exact numbers, but I was shocked to see over 4,000 feats, 5,000 monsters, hundreds of paragon paths (now getting close to 1,000), hundreds of epic destinies, and I think over 3,000 powers. 3E just NOW officially (counting Dragon Magazine and Dungeon Magazine also) has over 2,000 feats, a few hundred prestige classes, I think maybe about 1,200 monsters between it's release date and the Elder Evils book, and as for spells I believe probably 2,000 of that (I'm comparing spells to 4E class powers) in a total of 7 years!

Can I play the make up numbers game too? 'Cause those 4e numbers certainly didn't come from the DDI.

It's also nice to know someone consolidated all the 3e feats, classes, etc., including Dragon and Dungeon, and actually made an OFFICIAL count. I guess so they could make a comparison to 4e.

I love made up facts. They add so much to the conversation.


Razz wrote:
Stefan Hill wrote:

I just looked at the upcoming releases. They appear to be going to do "race" books. Welcome back to the moronic days of 2e/3e splat book blot. Great chance for WotC to inject some sensibility into D&D after 3.x or so I thought 4e would be. I thought that the multi-PHB/DMG/MM's were quite a good idea to keep things in check - one per year, simple. Then of course the "powers" books were released, but grouped so things still weren't too overloading - but heading that way. But idea of races books just annoys 3 kinds of excretment out of me. UUURRRGGGGHHHH!!!!

Yeh, yeh I know - they need to make money, yada, yada... Doesn't make it any less annoying however.

In 1e you needed a bag to carry your books, in 2e you needed a compact car, in 3e you needed a station wagon, and now in 4e it looks like a semi would be a good investment.

S.

When WotC let the DDi Compendium free on WW D&D Day or GenCon(or whatever day it was, it was recent though) I took the liberty of looking to see how much bloat was in 4E after only a year.

I don't remember the exact numbers, but I was shocked to see over 4,000 feats, 5,000 monsters, hundreds of paragon paths (now getting close to 1,000), hundreds of epic destinies, and I think over 3,000 powers. 3E just NOW officially (counting Dragon Magazine and Dungeon Magazine also) has over 2,000 feats, a few hundred prestige classes, I think maybe about 1,200 monsters between it's release date and the Elder Evils book, and as for spells I believe probably 2,000 of that (I'm comparing spells to 4E class powers) in a total of 7 years!

With the lineup of books I see coming, I can see that number doubling the 2nd year. Not including all the crazy, funky mechanics like Hybrid Characters and that new skill stuff coming in PHB3 and then Martial Power 2's Ritual-like martial abilities. Let's not forget Dragon Magazine adds a ton of crap. That's ridiculous. Is that what D&D will boil down to in about 5 years? Hundreds of thousands of...stuff?

Do you have any actual reason why lots of crunch is inherently bad? Or is it just the fact that it's not how things were done in your favorite edition?


Whimsy Chris wrote:
Razz wrote:

When WotC let the DDi Compendium free on WW D&D Day or GenCon(or whatever day it was, it was recent though) I took the liberty of looking to see how much bloat was in 4E after only a year.

I don't remember the exact numbers, but I was shocked to see over 4,000 feats, 5,000 monsters, hundreds of paragon paths (now getting close to 1,000), hundreds of epic destinies, and I think over 3,000 powers. 3E just NOW officially (counting Dragon Magazine and Dungeon Magazine also) has over 2,000 feats, a few hundred prestige classes, I think maybe about 1,200 monsters between it's release date and the Elder Evils book, and as for spells I believe probably 2,000 of that (I'm comparing spells to 4E class powers) in a total of 7 years!

Can I play the make up numbers game too? 'Cause those 4e numbers certainly didn't come from the DDI.

It's also nice to know someone consolidated all the 3e feats, classes, etc., including Dragon and Dungeon, and actually made a count. I guess so they could make a comparison to 4e.

I love made up facts. They add so much to the conversation.

Yeah, I was suspicious too, so I checked.

4,000 feats? Try less than half that.

5,000 monsters? More like 2,800.

Close to 1,000 paragon paths? We're not even a third of the way there.

Hundreds of epic destinies? There are 60, total.

The worst part is that the figures he gave were supposedly from GenCon, which means that what he actually saw was even less than the current numbers I provided above.

Razz, really, lying (or resorting to ridiculous, irresponsible hyperbole) doesn't do anything but make your own position look much less reasonable than it otherwise might.


Scott Betts wrote:
Razz, really, lying (or resorting to ridiculous, irresponsible hyperbole) doesn't do anything but make your own position look much less reasonable than it otherwise might.

Razz has a reputation to consider when it comes to hyperbole. How can you expect him to be reasonable?

Silver Crusade

And never in my life have I heard anybody complain that an edition has too many published monsters.

Liberty's Edge

Hey; somebody was b!**~ing about Thanksgiving not being commercial enough; I ain't surprised by nothing no more's.


Whimsy Chris wrote:
Scott Betts wrote:
Razz, really, lying (or resorting to ridiculous, irresponsible hyperbole) doesn't do anything but make your own position look much less reasonable than it otherwise might.
Razz has a reputation to consider when it comes to hyperbole. How can you expect him to be reasonable?

Ah, I think that was a little before my time here started.

Silly me.


Razz wrote:
snip the crazy

Oh Razz, how I have missed you *hugs*

Dark Archive Bella Sara Charter Superscriber

Heathansson wrote:
Hey; somebody was b~%*~ing about Thanksgiving not being commercial enough; I ain't surprised by nothing no more's.

Speaking of over-commercialized holidays, I learned from a co-worker that his daughter asked why she wasn't getting a Halloween present. Halloween is already over-commercialized, but if it becomes a gift-giving holiday, the spirit of Samhain will surely rise up to destroy us all.


Scott Betts wrote:
Whimsy Chris wrote:
Scott Betts wrote:
Razz, really, lying (or resorting to ridiculous, irresponsible hyperbole) doesn't do anything but make your own position look much less reasonable than it otherwise might.
Razz has a reputation to consider when it comes to hyperbole. How can you expect him to be reasonable?

Ah, I think that was a little before my time here started.

Silly me.

What's interesting, if you look at his other posts in other threads outside of 4e, Razz is actually a rational, sane human being with well-considered thoughts.

Scarab Sages

Razz wrote:

When WotC let the DDi Compendium free on WW D&D Day or GenCon(or whatever day it was, it was recent though) I took the liberty of looking to see how much bloat was in 4E after only a year.

I don't remember the exact numbers, but I was shocked to see over 4,000 feats, 5,000 monsters, hundreds of paragon paths (now getting close to 1,000), hundreds of epic destinies, and I think over 3,000 powers.

How many of those <*cough*> 5000 <*cough*> monsters (or however many there really are), are simply 'goblin with an ability added on', or 'skeleton, with flames!'?

Because in that case, it's no different from 3E allowing you to customise your creatures with class levels and templates. Just using core 3.5 on a level 1 goblin, I can use all 11 PC base classes, or the 5 NPC classes, and VOILA! Sixteen monsters!

Give all sixteen of those goblins the Fiendish template, and OMG! Thirty-two monsters!

See my lovely creations!
Am I not the master of life itself?
I HAVE HARNESSED THE SPARK OF THE GODS, AND INFUSED IT WITH THE PRIMORDIAL CLAY!!!!!!1!!!!!!!!11!1!!!!
IT'S ALIVE!!!!!
IT'S ALIVE!!!!!


bugleyman wrote:

The thing I find amusing out this thread is that Paizo's business model looks more like WoTC's every day, but 3/4 of the board has yet to notice.

Stop and think about it: Even with high expectations, Paizo was clearly taken aback at the fantastic response to the Pathfinder Core Rulebook at Gencon this year. One could almost write the transcript of the meeting! What largely started as a way to keep rules in print in support of adventure and setting products has become an end unto itself; look at the schedule: Advanced Player's Guide. Bestiary 2. I promise you there are half a dozen more waiting to be announced.

Is shift in focus a bad thing? That isn't for me to say. Paizo seems to be providing what it's customers want, just as it should be, and that's rarely a mistake. What I can say with certainty is that organizations don't emerge unchanged from periods of growth like the one Paizo is currently undergoing. This isn't a dig at Paizo, or at the path they've chosen. Nor is it a defense of WoTC, which has soundly pissed me off over the past year. Rather, I'm simply suggesting that those of you who are so quick to condemn WoTC might want to consider into what, exactly, Paizo may be growing.

How does that Kelly quotation go again? "We've met the enemy..."

Probably a bit late to the game, but excluding the AP's and Campaign Setting stuff from both companies, are you really saying that the PFRPG release schedule, both to date and future plans, is the equivalent of the D&D release schedule?

I mean, I understand that PFRPG has only officially been out since August, but we've got 2 books currently, and by next August, we'll have, what, 2 more (GameMastery Guide and the Advanced Player's Guide)? For a total of 4?

D&D 4E was release in June of 2008? Since then, we've already got 16 books (again, not counting campaign setting stuff), with 10 more slated for release by 06/10.

That's 13/year for D&D 4E, 4/year for PFRPG. Will the PFRPG schedule expand? Perhaps, but an attempt to equate the extremely limited release schedule of PFRPG with D&D 4E is rather disingenuous.

(And yes, I've excluded books like "Elves of Golarion" because that's campaign-setting specific stuff - It's not "core" or even tied to core - just like I excluded the FR or Eberron books. I've also excluded releases of things like "Power Cards" or a DM Screen.)

Considering that Paizo has yet to shift from what they announced they were going to do (3 RPG books/year), I think that Paizo's business model continues to look more like Paizo's business model every day.

Dark Archive

Celestial Healer wrote:
And never in my life have I heard anybody complain that an edition has too many published monsters.

My wife has. "Why do you need another monster book" is all I ever hear.

Dark Archive

Sebastian wrote:
Heathansson wrote:
Hey; somebody was b~%*~ing about Thanksgiving not being commercial enough; I ain't surprised by nothing no more's.

Speaking of over-commercialized holidays, I learned from a co-worker that his daughter asked why she wasn't getting a Halloween present. Halloween is already over-commercialized, but if it becomes a gift-giving holiday, the spirit of Samhain will surely rise up to destroy us all.

What, you havn't decorated your turkey tree yet?


KaeYoss wrote:

I'm not quite following you. What are you hinting at?

They sell all their copies of one book and have to make an immediate re-run because people are being killed for their Pathrinder books, so they do a higher print run the next time. They sell really well again. And so forth and so on. They continue to do what they're doing, since it seems to make people really happy.

All the while, they keep selling rules stuff as well as all the stuff they've been selling all the time. I haven't seen any slacking in Chronicles or APs or anything else.

Could you spell out what your concerns are? I tried to see where something bad is happening, but I got nothing.

No concerns; I'm just amused at people who criticize WoTC for making crunch books when Paizo looks to be doing the same. As WoTC seemed to figure out in the 3E era, like it or not, crunch sells, and it appears that holds true for Pathfinder RPG.

Edit: Well, the "no concerns" part isn't entirely accurate; I do think it extremely likely that Paizo will make some missteps, but ultimately I hope (and expect) that they'll find the right balance.


Wait...when did Razz come back?


Scott Betts wrote:
Whimsy Chris wrote:
Scott Betts wrote:
Razz, really, lying (or resorting to ridiculous, irresponsible hyperbole) doesn't do anything but make your own position look much less reasonable than it otherwise might.
Razz has a reputation to consider when it comes to hyperbole. How can you expect him to be reasonable?

Ah, I think that was a little before my time here started.

Silly me.

Razz hates all things 4E with a burning passion. Walk away while you can... ;-)

Dark Archive Bella Sara Charter Superscriber

David Fryer wrote:


What, you havn't decorated your turkey tree yet?

That's ridiculous.

However, we have started painting drumsticks to hide in the backyard on behalf of the Magic Pilgrim. He's also the guy who brings presents to the kids.

Dark Archive Bella Sara Charter Superscriber

Snorter wrote:
Razz wrote:

When WotC let the DDi Compendium free on WW D&D Day or GenCon(or whatever day it was, it was recent though) I took the liberty of looking to see how much bloat was in 4E after only a year.

I don't remember the exact numbers, but I was shocked to see over 4,000 feats, 5,000 monsters, hundreds of paragon paths (now getting close to 1,000), hundreds of epic destinies, and I think over 3,000 powers.

How many of those <*cough*> 5000 <*cough*> monsters (or however many there really are), are simply 'goblin with an ability added on', or 'skeleton, with flames!'?

Barbie wrote:


Math is hard!

Liberty's Edge

Scott Betts wrote:


4,000 feats? Try less than half that.

Close to 1,000 paragon paths? We're not even a third of the way there.

Hundreds of epic destinies? There are 60, total.

Er, that is still a stupid amount of rule clutter!!! Which brings me back to the way that Crunch is being written for Crunch's (i.e. moving little badly painted and moulded figures around a battle grid) sake alone. They write the Crunch THEN as an after thought why in the name of Hades it should bein the game from a Fluff point of view.

My pet peeve - 3e I'm looking at you also buddy...

Silver Crusade

Can we frame this thread as proof of "You can't please everybody?"

Half the anti-4e posts out there are about how limiting the game is, and how there aren't enough options to express all the different character concepts people want. Now some people think there are too many options.

I need a drink.

The Exchange

You know, I've just realised - some people just don't like 4e.


Celestial Healer wrote:
Half the anti-4e posts out there are about how limiting the game is, and how there aren't enough options to express all the different character concepts people want. Now some people think there are too many options.

Then there is always 4e Derangement Syndrome.


bugleyman wrote:

No concerns; I'm just amused at people who criticize WoTC for making crunch books when Paizo looks to be doing the same. As WoTC seemed to figure out in the 3E era, like it or not, crunch sells, and it appears that holds true for Pathfinder RPG.

I think the critique is "wotc makes only crunch books", not "wotc makes crunch books at all". Maybe "wotc overdoes the crunch stuff", too.

Paizo is different there: While they now start doing crunch only books (or at least books where the rules part is the important thing, and there is little flavour added), they don't abandon all their other titles.

In fact, while the RPG titles will be 3-4 months apart, the other stuff is there a lot faster.

We get a Chronicles book roughly once a month. They're mostly fluff, with only supplementary crunch (and the crunch is there to support the fluff).

You could say that APs are bit in crunch, but they were there from the start, and I'd consider them more fluff with crunch attached, since it's stories complete with the stats for the cast.

Modules, lacking the second half of the APs (which is mostly fluff), are a bit crunchier, and Companions are 50-5), but all in all, the fluff is still going very strong, with no ebbing in sight.

bugleyman wrote:


Edit: Well, the "no concerns" part isn't entirely accurate; I do think it extremely likely that Paizo will make some missteps, but ultimately I hope (and expect) that they'll find the right balance.

Everyone makes mistakes. In fact, Paizo has made some of them before - and I don't just speak of typos or forgetting to add Dodge to the AC or something like that.

But it's a small minority compared to all the stuff they did right. I don't think we need to be concerned.


Stefan Hill wrote:
Which brings me back to the way that Crunch is being written for Crunch's (i.e. moving little badly painted and moulded figures around a battle grid) sake alone.

This is a bit reductionist. I can use reductionism for all kinds of arguments. For instance, most boardgames are about getting to the finish line before anyone else. So why do we need endless variations of that basic objective? There should be only one board game. Well, no, because getting there is half the fun.

Actually, combat in 4e (and all other editions) is not about moving figures on a grid, but about reducing the enemy to 0 hit points before they do the same to you. Everything else is how that is done. The real question is - are all these variations of how to make it happen (i.e. crunch) fun? Does it have proper flavor, is it challenging, is there variety, etc.?

Of course, the answer is subjective. Personally, I find 4e (and its 4000 powers or however many there are) satisfies me. To me it's not crunch for crunch's sake. I get excited about how a barbarian reduces an enemy's hit points differently than a rogue - both in flavor and in crunch. I like the variation on the basic theme.


Celestial Healer wrote:

Can we frame this thread as proof of "You can't please everybody?"

Half the anti-4e posts out there are about how limiting the game is, and how there aren't enough options to express all the different character concepts people want. Now some people think there are too many options.

Well, I think it's both true: There are too many options that are too limited.

The 4e core fighter is either a twohander or a sword&board warrior. Then, there's dozens of powers for those two concepts.

Now, if you want to play a two-weapon fighter or maybe a ranged attacker, you cannot use the class as it is now: You might need a new class, and you definitely need more powers.

3e, and especially Pathfinder, on the other hand, try to have flexible classes. The fighter can use a zweihänder, or a weapon and a shield, or two weapons, or a ranged weapon, or...

Know what I mean?


KaeYoss wrote:

The 4e core fighter is either a two-hander or a sword&board warrior. Then, there's dozens of powers for those two concepts.

Now, if you want to play a two-weapon fighter or maybe a ranged attacker, you cannot use the class as it is now: You might need a new class, and you definitely need more powers.

I would argue: what's the difference between a ranger and a fighter other than some rules differences. You can always adjust the "label" and the flavor for your campaign (i.e. call your ranger crunch a "ranged fighter" if you wish).

But here's the kicker. You argue that the core fighter is not flexible. So they create a new stat book in which fighters can now use bows. So, are we happy that the variety now exists, or are we unhappy that there is too much variety? Some people want to be unhappy both by lack of variety and by too much of it. You can't have both.

I understand better the argument that some are unhappy they have to buy supplement X to get a bow wielding fighter. But that's different from the argument of whether there are too many options.

Silver Crusade

KaeYoss wrote:

Know what I mean?

Not really.

I don't get why anyone needs to have "an archery fighter". "Archery fighter" is not a character concept. "Archer" is, and 4e has a few different ways to make a good one of those.

"Fighter who specializes in two-handed weapons" is not a character concept either. "Guy who fights with a weapon in each hand" is, and 4e will let you build it just fine.

What's the hang up on making sure that those characters are members of the fighter class?

In other words, "When is a fighter not a fighter?"

Edit: Ninja'd by the whimsy one.


If I remember correctly, there is a 2 weapon fighter build now. As well as the two weapon fighting feat, that gives your main hand +1 damage during heroic tier. So if one fighter was using a greatsword and the other is using a longsword/shortsword with the two weapon fighting feat. One would do 1d10 and the other would do 1d8+1. I know there is a difference but it only comes up on crits and maximum dice rolls. The base average is still 5.5.


Blazej is sad.


Stefan Hill wrote:
Scott Betts wrote:


4,000 feats? Try less than half that.

Close to 1,000 paragon paths? We're not even a third of the way there.

Hundreds of epic destinies? There are 60, total.

Er, that is still a stupid amount of rule clutter!!! Which brings me back to the way that Crunch is being written for Crunch's (i.e. moving little badly painted and moulded figures around a battle grid) sake alone. They write the Crunch THEN as an after thought why in the name of Hades it should bein the game from a Fluff point of view.

My pet peeve - 3e I'm looking at you also buddy...

In the end, I doubt this debate will be easily resolved - it tends to be a matter of opinion. Personally, I like having more options available. Given how much flak 4E got for not having as many options right on release day as 3rd Edition had at the end of its run, its clear others feel the same - and also clear the designers won't ever satisfy everyone.

I do have to say, Stefan, that I think you are jumping to a false conclusion in your complaint, though - the fact that a good deal of character options exists is not evidence they came up with the crunch first and then invented fluff for it. I would, in fact, argue the opposite is true.

I think a lot of the options - especially new classes and new paragon paths - exist because the designers thought they were niches as of yet unexplored in the game, or ideas that would make for excellent character concepts, or paragon paths that can help personalize and define a character from other members of their class. I'm pretty confident they came up with most of those concepts first, and then designed the mechanics for them.

The design and development articles support this further. Check out this article in particular, and this quote in particular: "Bad statements tend to focus on details or dwell too much on making the class unique in ways that are dull. If a power source and a role appear as key, defining traits in your opening statement, then you’re probably in trouble. Sure, a martial controller might be an interesting idea, but people don’t play D&D to explore the intersection of a role with a power source. They want interesting characters, not labels arranged in a new order!"

That seems to pretty clearly define their design philosophy as 'concept first, mechanics second'.

I'll admit that feats and powers might suffer a bit more from your concerns. I can much more legitimately see them coming up with how a feat or power works before figuring out what it represents - but I don't think that will always be the case, or even the default. I suspect they usually first say, "Halflings are great at fighting 'the big folk', so lets give them a feat that helps them fight larger enemies!" And then they work out the details.

Remember that not every option applies to every character. There might be 300 Paragon Paths... but as a Cleric, you have maybe a dozen that could interest you. Even multiclassed or more hybrid characters aren't going to expand their search too much - and typically you can find the relevant options in a single book or two, rather than having to look for them all over the place. (Or, of course, you can just load up the DDI.)

Same goes for powers - you have a half-dozen choices at any given level. That isn't that overwhelming. Sure, you can multiclass and expand your options, but that's a choice you are making - and, again, it still isn't going to have you swept away by the thousands of spells scattered across every single splat book that a caster in earlier editions could be faced with. 60 Epic Destinies? With maybe half-a-dozen relevant to your character? A few dozen races?

Is this really a 'stupid amount of rule clutter'? Would the game really be improved if we only have 10 races, and 6 classes, and they have no more than 2-3 choices to make per level... or per their career?

I mean, simplicity isn't a bad thing. I imagine many people enjoy games in that style, and the early versions of D&D were much more rooted in that. And... those games remain, for those who want to play them. But I find that having options only enhances the game, rather than hurting it, and I'm happy to have more choices, rather than less.


KaeYoss wrote:
Celestial Healer wrote:

Can we frame this thread as proof of "You can't please everybody?"

Half the anti-4e posts out there are about how limiting the game is, and how there aren't enough options to express all the different character concepts people want. Now some people think there are too many options.

Well, I think it's both true: There are too many options that are too limited.

The 4e core fighter is either a twohander or a sword&board warrior. Then, there's dozens of powers for those two concepts.

Now, if you want to play a two-weapon fighter or maybe a ranged attacker, you cannot use the class as it is now: You might need a new class, and you definitely need more powers.

3e, and especially Pathfinder, on the other hand, try to have flexible classes. The fighter can use a zweihänder, or a weapon and a shield, or two weapons, or a ranged weapon, or...

Know what I mean?

I hear that a two-weapon fighter or a ranged fighter is called a Ranger.


KaeYoss wrote:
Celestial Healer wrote:

Can we frame this thread as proof of "You can't please everybody?"

Half the anti-4e posts out there are about how limiting the game is, and how there aren't enough options to express all the different character concepts people want. Now some people think there are too many options.

Well, I think it's both true: There are too many options that are too limited.

The 4e core fighter is either a twohander or a sword&board warrior. Then, there's dozens of powers for those two concepts.

Now, if you want to play a two-weapon fighter or maybe a ranged attacker, you cannot use the class as it is now: You might need a new class, and you definitely need more powers.

3e, and especially Pathfinder, on the other hand, try to have flexible classes. The fighter can use a zweihänder, or a weapon and a shield, or two weapons, or a ranged weapon, or...

Know what I mean?

Not really. The 4E fighter can use all of those options, as well. He can in fact be a master at everything except the bow - and even then, he can be perfectly skilled with the bow, he just doesn't get to use his powers with it. So, basically, he's limited to the same options as the default archery build in 3rd Edition - stand there and shoot the guy.

As others mentioned, though, "Archer Fighter" isn't a concept. "Archer" is, and is supported - either as a ranger, or seeker, or bard, or artificer, or rogue. Or as a figher multiclassed into any of those. Or a hybrid class.

The question is, what is the character's concept? A soldier trained in artillery? A scout adept at sniping from a distance? A woodland hunter drawn into a more exciting life? A zen master who is one with the bow? You could certainly build any of those in 3rd Edition as a fighter, sure. But nothing in those concepts ties them to it.


Razz wrote:


When WotC let the DDi Compendium free on WW D&D Day or GenCon(or whatever day it was, it was recent though) I took the liberty of looking to see how much bloat was in 4E after only a year.

I don't remember the exact numbers, but I was shocked to see over 4,000 feats, 5,000 monsters, hundreds of paragon paths (now getting close to 1,000), hundreds of epic destinies, and I think over 3,000 powers...

Razz! I missed you - I see that your accuracy involving all thing 4E hasn't changed.

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