flying_purple_monkfish wrote:The main problem AD&D and 3rd ed had were just far far too many suppliments and add on rules. It got so messy.
flying_purple_monkfish wrote:I guess the combat orientated thing can be fixed with a little gm house ruling, after all.. d&d has ALWAYS been combat orientated... it's part of what D&D is all about.. dungeon bashing right? heh.
robertsconley wrote:The 4th edition game feels more old school because so much of it focuses on combat and everything else is very light. It like Arms Law, Spell Law in that regard. The sample dungeon, and setting are old school in presentation and tone.
islestrike wrote:So I wonder where 4E fits under this view? It sounds from what people are saying that for the first time the game is shifting back to the left and diminishing the Player Character skills and options in the game. Now the second question does it go far enough to say that it is getting back to D&Ds old school roots, or is it simply less new school than 3.0/3.5E?
Invincible Overlord wrote:If you are praising 4th Edition because of its current simplicity and the fact that it only has 3 rulebooks, be patient. For the "arms race" that was 3.5 in all the builder books that came out, the same thing will happen in 4th edition. Because Hasbro wants a profit... give them time...If 3.5 Ed. was some sort of your favorite beer, then 4th Ed. would be the Lite edition of said beer. And I like my beer with all those extra calories...
Invincible Overlord wrote:If you are praising 4th Edition because of its current simplicity and the fact that it only has 3 rulebooks, be patient. )
flying_purple_monkfish wrote:Well yes, wizards are renouned for their broken magic cards. Mirodin block was infamous, dear god... within a year almost half the cards in that sodding expansion were banned! and you know, came as no surprise to anyone who upon looking at some of those cards went "woah... this can SO be abused"Why didn't they pick that up in the playtesting? did they playtest? these are questions I often ask myself.Ahh but simplicity is sometimes good. For lazy old me who can't be arsed memorising a hundred different stat blocks and rules hahahah. I'm SO LAAAZY. Actually, I have an excuse.. I have the short term memory of a gnat, seriously.. i'm surprised I can remember to get dressed some mornings.Was the 3rd ed dmg/phb etc etc 2, 3, 4 whatever number they got up to.. were they actually at all useful? did they really add well... anything to the game aside from making it more powergamearific?I know so many gms who just ruled out all of the additional books, core rulebook only games are pretty common up here.
Badmike wrote:Then again, I'm one of the old schoolers that love combat....G1-3, and D1, are the only 1E modules besides B1 that I've run multiple times, sometimes for the same players (years apart). A lot of love for these is because of the great combat situations inherent in each, particularly the mash up battle in D1 that inevitably involves Trogs, Bugbears, Trolls and Drow. So I'm not entirely opposed to a "miniature battles" type game. Zen I'd love to know how your classic dungeons run in 4E.Mike B.
serleran wrote:Why does the party have to be able to defeat what they encounter? Not that I particularly force encounters, but things that would logically be in a place are going to be in that place -- if the party ventures too far, they might get killed, but they might just prove they're better skilled than I expected. That's one of the great things about roleplaying... everything is not "fair."I agree, but D&D and AD&D hasn't been about this since 1980 or so. After that, the wussification set in where opponents only seemed to match the skill level of the players (Oddly enough no Beholder or Mind Flayer would ever be leading the orcs in a 1-3 module, for example....). Personally, when I stock modules I always like to put in that "one step beyond" encounter that MAY be too much for the party....they can either deal with it, get killed by it, or run the other way. Judges Guild modules seemed to be the notable exception to this. Ironically, Ruins of Undermountain brought this back into play...nothing says that anything on UM's 1st level is any less or more dangerous than the 3rd level...as a matter of fact the party can encounter some really nasty TPK surprises on the 1st level....Anyway this isn't a facet of 4E, it's been inherent in the game for almost 30 years now.....How does 4e handle the ever-popular random encounter, if 8-10 battles is supposed to level the party? Is that where "minions" come in, so you can battle creatures yet earn nothing for it (as opposed to filling out ranks and having huge battles.) I assume, from previous discussions on various boards, that there is a set XP total per level, so introducing random encounters would throw the balance off, requiring later encounters to increase in "point distribution" so I'm curious how this works -- no one ever talks about it, so I'm thinking there is no such thing as a random encounter.Another tidbit....all old school DMs know the "random encounter" exists for one purpose only...to beat the hell out of players who are fiddle farting around in the dungeon, making too much noise, or generally pissing off the DM. I'm all for doing away with this (and I basically have done this in my own campaigns) and again most AD&D modules in the last 20 years or so pretty much side stepped the problem. Again, notable exceptions include large dungeon crawls (Ruins of Undermountain again) or wilderness exploration. Personally random encounters in a static enviorment really make no sense anyway.."We're attacked by five bugbears? But where did they come from? We just came through the only entrance and the doors in front of us were all locked with ancient mechanisms...." That sort of thing.How the hell do you feel about a dragon minion -- a 15 HD monster with 1 HP? Does it work better in play than it sounds? I don't think I can wrap my head around the concept of a dragon or demon that can be looked at and dies -- supposed terrors of the game that are completely wussified. Are there controls for what monsters can be minionized? That'd make it more palatable. The ability to have minions always existed...no rule was ever stated that said monsters had to have maximum HPs, or even average HPs per level. Having said that, I don't see the point with having a bunch of 1 hp creatures so Rangdar the fighter can brag he brought down 100 kobolds on the way to the dungeon. Hell make him earn it!I'm picturing some fighter-type who misses in combat but still does damage to a "minion" and kills like 50 of them because he invokes his "cleave train" or whatever -- does it work like that?
serleran wrote:Why does the party have to be able to defeat what they encounter? Not that I particularly force encounters, but things that would logically be in a place are going to be in that place -- if the party ventures too far, they might get killed, but they might just prove they're better skilled than I expected. That's one of the great things about roleplaying... everything is not "fair."
How does 4e handle the ever-popular random encounter, if 8-10 battles is supposed to level the party? Is that where "minions" come in, so you can battle creatures yet earn nothing for it (as opposed to filling out ranks and having huge battles.) I assume, from previous discussions on various boards, that there is a set XP total per level, so introducing random encounters would throw the balance off, requiring later encounters to increase in "point distribution" so I'm curious how this works -- no one ever talks about it, so I'm thinking there is no such thing as a random encounter.
How the hell do you feel about a dragon minion -- a 15 HD monster with 1 HP? Does it work better in play than it sounds? I don't think I can wrap my head around the concept of a dragon or demon that can be looked at and dies -- supposed terrors of the game that are completely wussified. Are there controls for what monsters can be minionized? That'd make it more palatable.
I'm picturing some fighter-type who misses in combat but still does damage to a "minion" and kills like 50 of them because he invokes his "cleave train" or whatever -- does it work like that?
serleran wrote:I'm picturing some fighter-type who misses in combat but still does damage to a "minion" and kills like 50 of them because he invokes his "cleave train" or whatever -- does it work like that?
If a character were dual-classed and had this one and the one that heals when you hurt something, can you attack the air and get free healing?