Utsanomiko wrote:Lots of people who are now getting into D&D do. I don't have any problems exploring a character or making choices without the bloat. I still haven't heard a rule subset mentioned that I'd feel I'm missing, unless it was just some personal quirky favorite (weapon speeds always sounded nice to me).
Perhaps, but the kind of players they seem to be roping in don't sound like my kind of crowd. I know that may seem harsh, but to fall back on that horribly flawed threefold model for a moment, it seems like they are trying to attract a gameist crowd when I'm more simulationist/narrativist. That play style to me feels hollow. Really, that's our impasse in a nutshell.
Kuja hasn't even posted in this thread, you were responding to the responses I made to Satori. If there's some specific detail or rules component from 3rd that could have been valuable in 4th, you haven't made it clear in your point-by-point against me.
Ah damnit, I meant Eleas. Sorry. That's what I get for posting at 3 A.M.
This is only a problem if you're developing a character and you start with his class. If I say "I want to be a halfling that's a traveling priest or a holy man", that would at least pick his power source; Divine. If I wanted to be a healer and directly assist and boost my allies, that's describing a leader; Clerics are a Divine leader class. I could focus entirely on ranged prayers or I could pick melee powers and pick appropriate weaponry (hide armor or chainmail; both are equally defensive with the right abilities, especially a Halfling in light armor). If I wanted to be better armed and armored than that, there's the Paladin. No armor and more zealous than protective? Avenger. Just want to use summons and prayers? Invoker. And that's without a Divine Power book to double the class feature options yet. The variety is there, people just expect them to be in the same form. Why would I start with a class and then figure out what he does?
Right, but you are still limited to the classes available to you. Many characters just don't fit the classes in any satisfying way. Multiclassing can mitigate it somewhat, but multiclassing has drawbacks that make it hard to play such characters.
Never mind a Wizard was never that good at that many roles, especially not early on. Meanwhile a 4e Wizard does not have a problem emphasizing striking depending on his choice of spells and class features. But the bottom line it's up to the player to define his character beyond his class.
He could be if you owned the
Spell Compendium.

Of course, this is also why our group likes to start at third level or so. First level is just broken.
You guys have become so ingrained in using classes, even when you denounce their rigidity and fight tooth and nail to break down their defining lines, you're still relying on the mechanics of 'Wizard' to define a wizard. They're combat classes, they represent how you perform in combat as a member of a party. That's why there's no Noble or Rat-catcher classes (in Warhammer RP, they're professions).
I never said I defended classes. But I would contend that the classes in 3ed are more flexible in doing what I need them to do.
That's exactly why it was the wrong thing to do. Because it was terrible at it. Why even bother using the system for a different style of game if it wasn't good at it? They did it for the money, it encouraged publishers to make compatible material for their products and strengthen its markethold. Same reason they made third edition, replaced all of it three years later with a glorified published errata, then went to work on developing 4th the following year. You're acting like it's such a wonderful addition to the library of roleplaying games it was a noble endeavor to encourage a whole decade of players to think every RPG needs combat classes and a level progression.
On the other hand, it made the game more accessible and meant that there are more players familiar with the game, and RPGing in general. It meant that you didn't have to learn half a dozen rulesets for every playstyle or setting you wanted to try out.
"It sucked therefor it was hopeless" is a self fulfilling prophecy, and doesn't address the point that they could have fixed the game rather than rebooting it as I have been saying this whole time.
You've also been calling 4e a horrible, unplayable, money-grubbing plot just because you don't like it. '$e'? You really think that's impressing anybody?
You ought to look at the terms of the Gaming System License sometime. It just screams "monopolistic business practices" if you're a third party publisher (which I'm not, but as a customer I enjoy their products). Of course, I suppose after all the whining you have done about "bloat" you probably don't really care about third party material, so why I should justify this with a response is beyond me.
That you're so apologetic of 3rd you'll think of its bathwater as your baby. Eight years ago this would have been about THAC0; now it's multiclassing and At-will powers.
Uh, no, its about making an already piginholing system worse. I already said I wasn't satisfied with 3ed, but very few of the things I didn't like were actually addressed by the game. I mean, they gave us a better warlock, but its little consolation.
And I have found 4th Edition facilitates those kinds of styles even better. It is more flexible without all that weight. I've designed challenging combat for one fighter and a wizard just as easily as large fights for 5 players. I could build an encounter for 5 wizards if I wanted to. Being 'less than ideal' doesn't even come up as a problem because the system's stable enough to handle keeping them fighting at the skin of their teeth.
Perhaps, but it seems like most people just want your stereotypical "fighter, wizard, cleric, rouge" setup. I guess you aren't one of those people after all.
If that's how you're playing D&D, that's your problem. I didn't get the impression from the DMG I should be glossing over every other kind of situation, but some DMs are lazy. The Dungeon Delve adventures are mostly just combat, for sure, but they're written so you have a framework to make a full adventure on short notice, and are supposed to fill out with additional fluff tailored to fit in your campaign.
Its implicit in the design that hack and slash level grinding is what they want to encourage. Again, I find that play style hollow. Fun maybe once in a great while, but still hollow.
I didn't say I disliked powergamers (they're valid players, they just need direction and a bit of a leash), only that it facilitated them. My beef is people who still think an ill-defined gamist/simulationist class system and an untidy, convoluted skill system is some kind of essential tool to developing varied adventurer backgrounds, and should be preserved atop a pedestal alongside a whole mess of inconsequential combat crunch and status modifiers in order to preserve character motivation. That how you and your allies' attacks and defenses work in the big picture is some kind of inscrutable puzzle or abstract art that can be mixed and matched for equal results, and how dare the designers label and analyze its inner workings for the sake of building encounters, pulling the immersion curtain down for the DM!
Well, I do. After you play with a couple for any serious amount of time, it gets grating on the nerves. Part of this is actually
because they need their hands held; when I mentioned how I once ended up in a game where one player leveled faster than the rest of us, part of the reason he got all that attention was because the DM felt he needed to baby him to curb his munchkinitis. THAT worked well.
And BTW, nobody here has been putting 3ed on a pedestal. The only person who seems to think we are is
you. You, who can't seem to comprehend that yes, it
is possible to fix 3ed problems without wiping the slate clean. You, who kept complaining about players who make optimized builds and overly familiarize themselves with the game/rules (i.e.
powergamers) but now are insisting that you don't mind powergamers. You, who honestly can't see how a game focused on combat and grinding will lead to
more powergaming. You, who seem incapable of handling the fact that your precious $ed isn't liked by every loser on the 'net, and DAMN US FOR HAVING AN OPINION!1!!1
You don't have to like the playstyle of 3ed, but that doesn't make our complaints invalid.
Actually I said the combat was overbloated; it wasn't easy to predict or read the results of your actions, especially when criticals can totally mess up one side or the other and most 'bosses' can't effectively solo a party without severe lethality.
I would argue that to a certain degree that uncertainty was a bonus. There is something satisfying about getting a well timed critical with a x4 weapon on the boss that has been otherwise beating the
shit out of you and your party... Of course, removing it does add a more gritty feel to the game. If that's what you like, I guess.
The problem with skills was they were mixed in with combat feats, and individually they weren't very deep or often useful. I still don't see what skills are missing from the pressing matter of negotiations, exploration, and investigations that come up in a fantasy adventure. It's not blacksmithing is it? I do rather enjoy the thought of blacksmithing, I'll admit.
Eh, I'd say the problem with skills was simply that they were uninteresting to use, and led to lazy 'roll this, hit this target number, rinse lather repeat' gameplay. It really didn't help that the target number often peaked long before the characters bonus did.
I'm expressing my satisfaction that it made combat interesting, and my exasperation that so many here dislike it because it's either 'not 3e' or 'still D&D'. The later reason I do think has merit, though. Fourth still needs some work in the non-combat part; they're tinkering around with skill challenges like the notion of a multiple-roll check is new, but they've got the right idea that skills should regularly assist in any type of conflict and be meaty enough that a full challenge can be built around just searching a city or escaping a sinking ship. Challenges don't need to be as transparent as prescribed, but it's a step up from 'I roll diplomacy' of previous editions. Ability Scores and a few other trappings of older editions could also use trimming, come to think of it.
I have been trying to tell you that no one here has complained that its "not 3ed", but I'll accept the concession for what it is. Its not only "still DnD" but it seems as if it went backward on what little progress it was making in that regard. Even if the simulationism of 3ed was just a pretense, it was a pretense that I liked and wanted to see more of.
Oh BTW, the multi-roll skill check thing isn't as new as you think. IIRC there is a variant in
Unearthed Arcana (a compendium of official 3ed rules variants FYI) that sounds a lot like that. I don't know how well it works, though, I never tried it. It looked too... clunky, at least for my games.
D20 'sucks so bad at non-combat' because they didn't strip down combat to its essentials to match. You can't have the two halves of roleplay adventures be equal when one is so much more complex and detailed than the other. That's why it's less important to me that my other games don't have equality in combat roles or a yardstick for difficulty ratings; the percentage and dice pool stats allow for much less disparity and more leeway in combat abilities, and their skills systems stand independently strong from combat that PCs can be built around either or both and still have things to do in and out of combat. It's a division of roles that D&D can't afford to replicate as long as it relies on its wargaming origins at all.
Which system are you talking about? Storyteller?
My friends are easy-going and willing to try new things. They also don't like things that suck, but that's just a bonus. We play different games for their different strengths and styles.
Keep in mind that my group doesn't have the ability to get together every week. Our games tend to drag out over fairly long periods of time, making it harder to justify buying new games.
The 3e crowd I've seen around here is obnoxious and anti-social. I wish I could find exceptions to them, but all they see is 3e Revision 2 and loudly bemoan how it fails at that benchmark, and I didn't even like being at the same table as they cheat at rolling or assist in tasks 'in the most difficult way possible'. [...]
So... you've been projecting over what a few munchkin assholes were like in your area? I mean, that's the kind of person I visualize when I think of a powergamer, but not all 3ed fans are powergamers. I don't know how I can convince you of that, other than point out how small your sample size is.
[...] Fortunately they went elsewhere for gaming. I've got my own complaints about 4th (it's flawed, the awkwardly contemporary artwork is where it really borrows from WarCraft, but the game itself has proven to be a fun step forward and I find it even more impressive than Mutants and Masterminds' efforts), and I listen to what people list as its shortcomings, but really, what was so good about 3rd as a system beyond the nostalgia? I'd rather play any other edition for nostalgia's sake.
I like the character system. Yeah, the power of the classes is uneven, classes by nature lead to narrower options... but they have their charms. The sheer selection of spells and feats (especially with the supplementary material) made it so that you never had to play the same character twice, mechanically speaking. And, speaking of supplementary/third party material, there is some seriously good stuff in there.
Heroes of Horror, the
Dragonlance: War of the Lance campaign setting, and
Unearthed Arcana alone are worth it even if just for the reading, ideas, and general advice on roleplaying.
My whole point is that D&D doesn't need that junk. It doesn't facilitate roleplaying; if anything it's just more numbers for more 'rollplaying'. Third Edition has a boatload of rules and feats that really could stand to be ignored or gutted to get it running smoothly. It doesn't give you a lot of tools to adjust for those changes either. You're not going to throw anything out of whack by handing out a couple extra skills to each player (in fact that's what backgrounds are for), and writing up a ritual for Wish would probably take all of three minutes.
And I see no reason to think it needed a total nuke from orbit treatment to accomplish what amounted to spring cleaning in my book. Seriously, as much as the game needed fixing, very little of what they did actually appreciably dealt with the issues I wanted to see fixed, while many of the things I liked got flushed.
Players used to boast about how much they houseruled their games before they had to defend it from the new crowd.
Mostly because it was a way to show off their creativity, not because they were trying to apologize for the games failings. There is a difference.