[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


Posting mode: Reply
Name
E-mail
Subject
Comment
Verification
reCAPTCHA challenge image
Get a new challenge Get an audio challengeGet a visual challenge Help
File
Password (Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • Japanese このサイトについて - 翻訳


I've had the privilege of chatting with and meeting a lot of great people from 4chan over the past 8.5 years, and lost touch with many.
If we used to chat/hang, drop me a line at moot@4chan.org or on AIM at MOOTCHAT. And if we haven't, feel free to say hi.

NOTE: If you are having issues with pages loading slowly/locking up, clear your browser cache. There is a JavaScript bug causing some browsers to lock up, which has since been fixed, but you'll need to clear your cache.

File: 1338442234406.jpg-(172 KB, 580x421, D&D.jpg)
172 KB
So let's talk 5e D&D. Virtually everyone is dissatisfied with the playtest thus far. The old schoolers hate the game because WHY MAGIC MISSILE AT-WILL and TOO MANY STARTING HP. The new schoolers hate the game because MY FIGHTER DOESN'T HAB DAILIES BLOO BLOO.

Is this going to be the edition that sinks WotC?
>>
I like it.

Needs some polish, but its not bad.
>>
All the posts I have seen have been cautious optimism, maybe I just have not been paying close attention.
>>
I think they are trying to appease 3.X grognards a bit too hard as third edition was the worst thing to ever have the name DnD stamped on it, but maybe they will fix that as it goes.
>>
>Having men and women equal in a medieval fantasy setting isn't cool.
>But wizards bending spacetime over backwards is totally fine.
>>
Personally, I like the HD healing mechanic. It seems a fair compromise between healing surges and traditional D&D healing models.
>>
I like it. Definitely moving in the right direction.
>>
>>19310377
>3e
>worst thing to happen to D&D
>not AEDU
lolno
>>
I like that they are taking another look and trying to make an edition that more people will enjoy.

Couple of things I think they should change in the playtest:

- Remove the damage reduction from Intoxicated

- Magic missile is a spell just like all the rest and should be treated as such

- Cantrips should still have to be prepared, they could do it the same way Pathfinder does it, I love how they did it

- Healers Kits are just trying to keep the healing surge mechanic alive. Make them require heal checks to use or something.
>>
>>19310453
Well I'll concede and say in my opinion then. I played DnD for years but 3E completely turned me and my friends off from the game. In retrospect not a bad thing since we tried out other systems that we still play to this day, but the AEDU systems is worlds better than the clusterfuck of retardation and almost comical focus on rollplay over roleplay in 3E.

In my opinion.
>>
>>19310323
Having followed briefly the discussion on RPG.net, the hardcore 4e fanbase are in full meltdown mode.
>>
>>19310581
meltdown as in panic, or meltdown as in uncontrollable rage?
>>
>I think they are trying to appease 3.X grognards a bit too hard as third edition was the worst thing to ever have the name DnD stamped on it, but maybe they will fix that as it goes.
It seems fairly obvious that you either started playing D&D with 3rd (which is good for you, really) or are looking at older editions through nostalgia-tinted glasses. Older editions of D&D have all of 3rd's problem, except 3rd cleaned up the rules, made them more consistent, more formulaic, more understandable, and more unified. It also got rid of Gygax's power-trip influences; older editions of D&D seriously have a wormy creature that lives in doors and will burrow into your ear and kill you. Why? To kill people who would stop at listen at doors to see what's in the next room. Holy fuck. That is the sort of thing the designers of older D&D editions wanted to punish. It boggles the mind. You could play them and have fun by having a DM more mature than Gygax, but the rules and designers encouraged you be a power-tripping dick to your players.

You can think 4e is better than 3e (which is another topic), but pretending 3e is the worst thing ever is just retarded: remember, most of 3e is a straight rip of 2e with better, clearer mechanics! 3e was an improvement in almost everyway from its predecessors. Now, it did do one thing terribly wrong: hitpoint bloat. Hitpoints go up by level fast in 3e, but don't in editions before that. And damage goes up at about the same rate in each edition. Which means high-level 3e combats cannot be decided by straight-up damage (barring some optimum cheese builds). So they are decided by saving throws, contributing to the wizard's power over the fighter (but wizard was already uber, so that's literally nothing new to 3e). And clerics have always been THE class to play.
>>
>>19310875
Continuing my post...
Now, I personally think 4e was a step in the wrong direction: they increased hitpoint bloat, and got rid of decisive saving throws (semi-good, semi-bad). So every combat is a grind through a pile of hitpoints that is your opponent, and fights manage to take longer than any edition beforehand (despite their advertising otherwise), and simultaneously be less engaging because any individual turn you take is just... not super interesting. You throw out damage + minor rider. But 4e also abandoned well-written, complete non-combat rules in favor of math. 3e's non-combat rules are bad. Very bad. But they are objectively the best attempt that's been made yet, because editions before 3e oh god terrible and 4e oh god terrible.

Basically: shit all over every edition of D&D. They're all super terrible, but they're also the best you're going to find and you can have fun with pretty much any of them in spite of their problems and how retarded their designers are.

5e, though, looks like it's combining the worst things about 3e and 4e to make the edition that just pisses everyone off. I'm not seeing anything in 5e that's successfully improved anything from 3e or anything from 4e.
>>
>>19310598
Uncontrollable rage. They think the fighter is SUPER WEAK when people who have done the math have demonstrated otherwise.
>>
Why virtual dissatisfaction?

*literally* everyone I've talked to or run the game for found it very good if not better than the systems they have played.

Having run the game, starting HP wasn't a problem when the party was being swarmed by 30 goblins. At Will Magic Missile wasn't a problem, but we'll see what happens when the wizard progresses beyond the 5 damage version.

My only dissatisfaction with the playtest was that they didn't include the other core classes, but that's just because of my huge boner for bards, but it's also a fucking playtest.

When is it coming out? I heard Gencon, but that seems way too soon.
>>
I'm planning on running the 5e playtest next week.
Currently copying the map on a larger scale so it's not teeny tiny on my computer.

From what I've read so far, I'm optimistic.
It's like it's taking the 3e mechanics and simplifying the math.
I really like using Advantage/Disadvantage instead of a +/-2 for each and every situation. And the Cantrips, when I DM, I use the Spell points from Unearthed Arcana and Cantrips are free anyways.

What I don't like so far is the spell descriptions. I really need to be able to look at a spell and learn all the pertinent information quickly. I can't spend ten minutes trying to figure out what the spell says or does.
I'm sure I'll not like other things when we play next week.

I'd like to see some character creation rules, though it's not hard to extrapolate from the pregens, and I know my players won't like the pregens because they're more interested in the characters than the sheet.

Anyone have any tips for running the playtest? I mean, it's not going to be hard, but is there something I should watch out for?
>>
>Is this going to be the edition that sinks WotC?

No, Wizards basically prints money with Magic: The Gathering.

It's hard to say what they'll do if/when this new edition flops. I say when because have a feeling that the sales expectations Hasbro has are unreasonable. If I'm not mistaken, 4e outsold Pathfinder every year until this year, when 4e basically went out of print.

The difference being Paizo is a small company that doesn't need high margins, and Hasbro is a huge company with shareholders who want more profits and no excuses, and D&D will probably never produce those numbers. If 3e had brought in the numbers Hasbro wanted, there wouldn't have been such a big change with 4e, and 3e didn't have competition from Paizo.

But it's also a valuable IP that I don't see them wanting to sell off. The board games do well, and the Forgotten Realms novels are also big sellers (for genre fiction). And the brand needs the core product to maintain the value of the IP.
>>
>>19311183

The problem is the fighter is only strong against single targets, and 5e design is a return to the BECMI/AD&D 1e horde style of play. And only the Wizard has shown any ability to bring down groups of monsters. It doesn't matter how much damage a fighter can do if he's faced with 18 1-2 hp monsters.

On top of which, from what we've seen in the playtest, wizard's spell damage (at least magic missile) still scales with level while weapon damage does not.
>>
>>19311620
>On top of which, from what we've seen in the playtest, wizard's spell damage (at least magic missile) still scales with level
Damn. There was an article a while back about how they were planning to make it more like 3e psionics, so that stronger effects require higher spell slots; I hope they haven't given up on that already.
>>
>>19311794

There was no scaling for prepared spells in the playtest, or even other cantrips. Magic Missile is the sole exception. Perhaps it was an oversight and you're not meant to evoke more missiles based on level. Or maybe Shocking Grasp and Radiant Lance don't scale until after third level.

Hard to tell, but it doesn't exactly bode well for the idea that casters and non-casters will scale well together,
>>
>>19311620
So far from playing, Wizard spell damages does not increase as 3e, but rather can be prepared in a higher slot for an increased effect. Spells do not do more damage as the caster levels up unless he prepares it as a higher level spell. In addition, Wizards do not receive bonus spell slots for having a higher magic. Seeing has how ability scores are not as important anymore once character generation is over. (At least for my groups playtestings)

Additionally, the pre-public playtest alluded to the return of AD&D style magic weapons. Soon we'll have fighters casting burning hands at-will again with magic swords, which will work since 1 hit-die creatures are a frequent encounter even at high level games since AC is limited to the maximum potential of 23 with +5 fullplate, which should not be a common occurrence no matter how high level you are. They're also going the 4e direction in giving characters proficiency bonuses to attack rolls based on the kind of weapon as well, to offset potentially low ability scores. IE, a charcter proficient with an axe gets +2, a sword +3. In additon, simple potions can be brewed at high level to give anyone 18 str, which means even if you have only a STR 9 fighter, by the time you're high level you can still easly compete with the 18 str fighter. But even between then and there you're only missing out on a few damage.

Something they didn't include in the public play test was certain kinds of weapons had secondary effects in the hands of a fighter, such as a quarterstaff doing extra damage by being able to attack a target twice and allow you to trip enemies which made them interesting choices for a weaker fighter as opposed to the greataxe in the hands of the strong fighter.
>>
>>19311871

Do cantrips scale with level, or just Magic Missile? And do martial classes have a mechanic to scale their base damage?
>>
>>19311850
Fighters will be getting Weapon training, fighting styles, weapon specialization and a many of abilities related to fighting with weapons. They get better with weapons later on, but probably crowd control will not be their strong suit.
>>
>>19311925
>Do cantrips scale with level, or just Magic Missile?

Magic Missile so far is the only one. Given that it's only 1d4+1 missile every two levels to a maximum of five, at 10th (Playtest only went to 10, we made it to 3rd after several weeks of play) I wouldn't be too worried. One it's not THAT much. I played a wizard, but the only at-will I had was a Firebolt that did 1d6 fire damage. Magic Missile was still a 1st level spell in the previous play test.

And do martial classes have a mechanic to scale their base damage?

I did not play one myself, but I know for certain they got bonuses to attack rolls and damage as they leveled up.
>>
>>19312036

That just makes it sound like the'yre still just throwing shit at the world to see what sticks.

I mean, I get it, early on, playtest, not finished... But at least put some thought into it before you show the general public the first glimpse of your game. I know, madness, right?

The playtest doesn't feel like a playtest, it feels like a... Tech demo.
>>
>>19312083
It is, and it isn't.

On one hand, they're trying to get as much input as possible like paizo did with Pathfinder to determine what needs to be changed and what they should add.

On the other, it is really a marketing campaign and they've already got it set in stone on how they want to game to work.
>>
Personally, I like it. Glossing over the rats, it's what I would want in a game.

The part I liked most, having played nothing but 4e (and technically Exalted but bleh), is how the DM gets to decide which of your core stats you roll against.

And then you go "oh but I get +3 to this type of thing, so I should be able to add it right?" and if it sounds legit you can.

People have been going "hurr durr a good system should be able to be fun even with a shitty dm", but that sounds like a stupid metric to me.
>>
>>19310492

>Magic missile is a spell just like all the rest and should be treated as such

How about if they give wizards options for an at-will from the 1st level spell list? More flavorful than 'everyone can pew pew', frankly.

On the other hand, so abusable.
>>
>>19312165
That is how it worked in AD&D. In order to succeed in a check you rolled a d20 under your stat which was modified based on how difficult the challenge was.

5e is very much AD&D with 3.5's ability score modifiers and 4e's philosophy that everyone has something they can do at any time.

The difference is that all numbers go up and there are not a million different things associated with an ability score.

Also a good game always requires a good referee. A game, no matter the system, with a bad referee is little more than a board game.
>>
>>19312185
In one of the blog posts, they mention that depending on the DM's rules they can do something similar to that. Or if they don't like at-will style abilities then there's still the fact that items that grant simmilar abilities will be somewhat uncommon magical abilities. Bracersof Endless Daggers, Staffs of Cure and similar items.
>>
_██_
(ಠ_ಠ) Like a sir.
>>
>>19312242
Get out
>>
File: 1338453434440.jpg-(35 KB, 246x275, 1326974946843.jpg)
35 KB
>>19312242
Heretic, I will burn you with my powerfull mind bullets, now leave.
>>
I do not see the big fat deal about wizard at wills. Isn't it just a replacement for being reduced to the likes of a crossbow? It's a basic skill as a filler for when you can't blow REAL spells. It's just more flavorful than a shitty bow.

Magic Missile was a shitty spell anyway. You never memorize it unless you literally have no other use for first level spells anymore. Why not make it an at will?
>>
>>19312135
Pathfinder barbs are much more fun in my opinion. I hope DnD 5E tries some new stuff with Barbs
>>
It'd be cool to have some combat maneuvre stuff for fighters, I expect that's coming soon though.

Fighter dailies were always a weird idea though.
>>
>>19311270
I ran it and we all agreed that it wasn't that good and wasn't all that much fun either.
>>
>>19312353

Dailies for martial classes were a weird idea in general.

Like Barbarian Rage. I mean, what the fuck is with that? I guess it's supposed to evoke Cuchulainn's warp spasm or whatnot, because I can't for the life of me imagine any other non-animu context where a 'daily superpower' thing made sense.
>>
>>19312420
Ever played ddo? I like how they do stuff like that. Not everything they do is good but I think it could be applied effectively
>>
>>19312420

Oh wait. I gave it five second's thought and remembered 'daily superpower' was Gawain's whole shtick - he got stronger until noon, when he was practically unbeatable, and weaker as the day waned. Hell the whole Le Morte d' Arthur was full of that kind of shit.

Carry on.
>>
>>19312353

Martial daily/encounter powers make perfect sense if you're willing to use even the slightest bit of imagination. And I want you to know that whatim about to say is not an attack on you personally.

I see this complaint a lot, from people who say "Why can the fighter only use this attack once a day, it makes no sense!" And then they complain about how 4e spells everything out and doesn't encourage you to use your imagination.

There's a lot of reasons why a fighter or rogue can only pull off a maneuver once a day. The simplest is hat the fitter is constantly trying to use their strongest attacks, but have to find the right opening in the opponent's defenses. The stronger the attack, the harder it is to pull off, so you end up doing less damage most of the time.

Of course, the whole system is effed, if you think about it. Hit points? You know how many times you need to hit someone with an axe or warhammer to remove them from a fight, if not kill them outright? 1. Hit points are a mix of luck, defense, stamina and wounds, so most of the time when you "hit" with an attack, you don't actually hit, you just force your opponent to stumble back or wear them down so you can eventually get that one blow that brings them down in.
>>
>>19312460
Yeah, that's clearly a representation of a 3[W] + Strength daily power: your own strength rising and falling depending on the time of day. Nothing screams "daily mechanic" like having a mechanic that is always on.

>>19312475
>if you're willing to use even the slightest bit of imagination
Translation: If you're willing to rationalize and handwave fighter dailies, they make total sense.
>>
>>19312500

No, Gawain's a superpower that was definitely on at a given time in the day. Daily superpower. Not the dumb shit they did in 4E where a fighter can only put someone in a super headlock once a day.
>>
>>19312500

So we can handwave casters forgetting spells once they've cast them, which is idiotic and was the plot device in a shirt story that needed the Wizard to be unable to cast spells for its resolution and otherwise makes no rational sense...

We can handwave that with "BECAUSE MAGIC DERP!" but trying to explain how the same mechanic applies to non-magical classes, where it functions as an empowerment of the player to shape the narrative in a limited fashion is just mental, right?
>>
>>19312475

Not going to lie, I really enjoyed playing Fighter in 4e. If 5e sucks we'll just keep on keeping on with it in truth.
Daily powers were a very balanced and balancing thing. The combat was very nice in how it worked, even if mechanically it worked out as Wizard use Spell Once per Day and Fighter use Skill Once per Day.

Thing is I'd quite like to see a different mechanic for fighters, maybe in an optional add-on, where mechanically you'd combo towards more powerful moves over the course of the fight.

Pretty sure I read this idea in another thread but oh well. It'd be like the monk in diablo 3, where you gain a resource if you used more basic types of attack (hit it with my axe, trip, shoulder charge, etc) and spend it on powerful moves (mighty blow, cripple knee, etc)
>>
>>19311566
I have a friend who works at WotC and he says that MtG Online pretty much completely pays for everything the company does and anything the other lines bring in is basically gravy.

Bear in mind that this friend is commonly full of shit.
>>
>>19312332
rage should be something a character has to work up, not something they can willingly urn on and off. I think 5e barbarians should rage whenever they want, but they have to work themselves into a frenzy for a few rounds in order to get it. Plus hearken back to the good old days when they were illiterate and hated magic.
>>
You know, I'm fine with 4e dailies but you know what would be really awesome? A sort of combo system. Where you did certain attacks with a certain point value or something and you worked your way up to a super powerful attack.

It would be fun.
>>
>>19312536

How about fuck you, that story was great and had hilariously overpowered spells.

(technically you're not too far off base, except you have it the wrong way around. Vance came up with the magic system first, and the resolution of Mazirian second, as a logical consequence of the system)
>>
>>19312536

Fighters aren't magic though.

It's the power descriptions that really set off this whole thing though.
"You hit the guy really hard and he falls over" seems like something a guy would be able to try more than once per skirmish.

Captcha: Deep yourcest
Whatever you say, captcha
>>
>>19312563
As long as they don't have to stand still thinking about stuff, that's fine with me. If it's a fire-and-forget, that's great. Like they just declare that "I start raging now" and then three rounds later, the raging kicks in, regardless of what else has happened in the meantime.

I always thought raging on the first round of combat was kinda silly anyway, as it's just an extension of barbs being able to become supernaturally angry FOR NO RAESON.
>>
>>19312563

>rage should be something a character has to work up, not something they can willingly urn on and off

But then we wouldn't have that awesome Oglaf comic
>>
>>19312572
>>19312541

Not sure if second one is troll.
>>
>>19312572

Not so sure about that, but what I do want is for fighters to be able to put more into a full attack than "I full attack".

So kind of a combo system, but not really.
>>
>>19312475
daily powers were a poor representation of how the fighter class has always been in D&D. While daily powers and encounter powers and 4e in general worked really well to balance everything, the entire system worked much more differently than 3.5 and even AD&D for many old players to consider it "D&D" regardless of whether or not they though it was fun.

The fighter in 4e cannot and should not be compared to the fighter in 3.5/PF and certainly not the fighter in AD&D/2d. The fighter in 4e is a tank, not a weapon master.

4e is a good system, regardless on your opinion on how D&D is supposed to work or be like, but it still has one flaw. Fights take too long. 3.5 had one major flaw as well, spellcasting DCs.
>>
>>19312593
Oh, I didn't see that post. Ha!
>>
>>19312475
I think dailies for martial classes were a bad idea in 4e for one reason.

Flavor.

Rather, variation of it. Sure, the grand unified mechanics make the game a lot easier to run, but it reduces possible variation as well. Variation in mechanics makes things flavorful and fun to use. You get new reasons to try other classes.

Not a suggestion, but as an example: Wizards with at wills and daily spells. Then fighters get their full attackan and stances and ways they can modify their basic attack for effects. Rogues with their fullattackan(obviously a lot worse at it) along with encounter based tricks. You can really make the different classes play a lot differently. Divine casters would potentially get regular attacking (instead of atwills) and daily spells.
>>
>>19312613
Have power attack become an actual attack that adds damage but lower to hit. Do other things like this to make a variety.
>>
>>19312615

The Fighter in 3.X had a hard time actually locking down foes, unlike how he could in 2E, though.
>>
File: 1338457161105.jpg-(66 KB, 640x478, say-what-640x478.jpg)
66 KB
>>19310875
>Older editions of D&D have all of 3rd's problem, except 3rd cleaned up the rules, made them more consistent, more formulaic, more understandable, and more unified.
Older editions weren't as rules heavy. Basic and OD&D certainly weren't, and much of the rules bloat in AD&D was almost an afterthought and could easily be discarded without screwing everything else up. Also balance wasn't as big of a problem, primarily because spells were more limited. Don't get me wrong, 3e did streamline things and provide a unified mechanic. It did provide more options in character building. But it's not like all the changes were improvements.
>>
>>19312572
No. Too complicated and it goes against everything 5e is trying to do, which is stop the number abuse by players. It's no longer about high numbers, it's about creative solutions that don't require dice rolls as much as it is about fighting enemies.
>>
>>19312689
I'm not saying for D&D Next

But D&D Next isn't turning out to be something I want much at all, except for a few mechanics here and there.
>>
>>19312689
Didn't one of the columns say they were looking at a combo system for fighters?

Of course at this point it's clear the columns are mostly full of shit.
>>
>>19312644
Yes, but it was not locked into a particular role based on it's class. Like AD&D, they were weapon masters. The d20 system did not make them stand out at all compared to other classes due to how the game worked, but (unless somebody wants to start throwing around the same old bullshit arguments otherwise) they could be anything from tanks, to diplomats, to mounted archers.
>>
>ITT: nobody has actually played 2e or earlier editions

The classes were better balanced, there weren't any feat traps, high level non-casters got cool perks such as followers, monsters weren't subject to massive HP inflation, it was much easier to balance encounters...

Basically; life was good. 2e wasn't perfect (a lot of the mechanics were arbitrarily and needlessly complex), but it was functional in many ways that 3e isn't.
>>
>>19312726
fighters will be able to do things with weapons other classes can not. IE, trip and double attack with a quarterstaff or roll a successful attack with a natural 15 or higher with a battleaxe and roll an extra 1d4 damage.
>>
They actually fixed monster HP inflation in 4e, in the later books, because they realised they got the maths wrong the first time around. Might have been too late, though.

I think 4e is a great system, but the support for it has been terrible. The online part has been a total clusterfuck, bloat has been as bad as ever, and Essentials flat out screwed the pooch. One more reason 4e fans are so pissed at 5e is because we have the most to lose.
>>
>>19312588
>"You hit the guy really hard and he falls over" seems like something a guy would be able to try more than once per skirmish.
Sure. I mean, I've always improvised combat and allowed shit like that even when there weren't rules for it, but in my mind, dailies differ because you are going all out. I mean, when you come down to it, virtually everything you do could be a sword strike. But that doesn't (or at least shouldn't) make every strike equivalent. And maybe you could get lucky with an at-will attack and be as effective as you could with a daily, so your character isn't necessarily limited in the reality of the story. But it terms of game mechanics, it makes things more interesting to have different levels of attacks. And in any case, I'm okay with a warrior having some form of chi / vitality / aggression / whatever that gets exhausted. Having said all that, I will admit that the approach that 4e sometimes took where the in-game explanation for things felt like a clumsy afterthought tacked onto math porn could go a bit far. There were plenty of things you could do that just didn't seem right to me in the context of the story.
>>
One suggestion.

Make the basic combat system more.. robust? A number of other games have their basic combat system full of maneuvers and tricks ANYONE can attempt no matter how bad you are. The trick here is the ones good at melee combat will be the ones using them anyway since a limp wrist won't succeed. Then you have the feats you can get that further improve the basic tricks anyone can do.. or make them more complicated in some facet. Rogues and backstabbing could work similarly. Anyone can technically get extra damage from surprise, but rogues will be the ones equiped to do it very well.. as well as having ways to do it consistently. They can also potentially drop a few feats to get some improvements on the basic combat maneuvers too.. though a good deal less than fighters.
>>
>>19312744
>high level non-casters got cool perks such as followers
I always hated shit like that. "You're level X, you get a keep!" No, I fucking don't. Because this is an RPG and it doesn't fit into the plot. Besides, I'm there to adventure with a small group of people and not necessarily to form some sort of military order.
>>
>>19312775
The idea is that Encounter and Daily powers are the PLAYER choosing when their character gets to hit especially hard or pull of a fancy move or whatever. I know, giving players some narrative control is weird to D&D veterans, but it works with damn near every other RPG. And it's clear without martial classes getting some ways to pull off cool stuff, they will end up having all the tactical depth of a Zergling.
>>
>>19312775
Stop.

Daily powers worked as a mechanic, but do not justify as a real life action. None of the combat, mundane or magical, in any iteration of D&D accuratly depicts real life.

Attempting to do so is silly and pointless.
>>
>>19312819
This. D&D has never been realistic, and attempting to make it so by nerfing half the classes is both pointless and will only hurt the game.

I don't necessarily like Daily and Encounter powers for other reasons, namely because they kinda force you to play a particular way and limit what you can do with the narrative, but in the context of D&D 4e they are functional mechanics that give everyone fun stuff to do without making shit confusing.
>>
>>19312799
You weren't "awarded" them unless your GM was a tool. You still had to do work for them, you didn't just magically receive the deed to a castle one day from an owl. It's just that you were entitled to them if you wanted them.
>>
As far as Barbarians go, I'm torn between Pathfinder and Iron Heroes as the best rage rules.

Pathfinder has all these awesome secondary powers which activate along with the frenzy, and the fact that it's divided into rounds rather than x/day bursts makes me more willing to enter rage without going into the paranoid "one encounter per day" mode.

The Berserker in Iron Heroes lacks all the cool semi-magical powers of the PF Barb, but he has probably the best mechanic for triggering rage in the first place - you get a pool of rage points, filling up as you meet certain conditions (such as being hit, your allies dying etc), and use them to power up various aspects of your rage - thus, your fighting style fluctuates based on tactical circumstances throughout the fight.

I think the ideal way to do a barbarian would be combining IH tokens with PF rage powers.
>>
>>19312799
AD&D was not about the plot. That is a recent thing that started towards the end of 2e. Plot based games were only relevant in settings like Dragonlance and Ravenloft.

The primary purpose of a character's adventure was the acquisition of money. The adventures were all the things that happen in between.

D&D was not based on Lord of the Rings, but rather books and stories like the Illium, The Hobbit, and Ali Baba and the Forty Thieves.

Lord of the Rings was about stopping Sauron and the characters themselves. Bilbo went on the adventure initially for the 14th share of a dragon's horde, Achilles and everyone except Agamemnon was only in on the Trojan war for the loot initially and Ali Baba wanted the thieves treasure.
>>
>>19312819
I'm honestly not sure what your point is. Are you arguing against me saying that some of the powers didn't feel right? If so, I'd say that just because the game has dragons that doesn't mean that everything less fantastical goes out the window. You know what's less fantastical than a spell-casting dragon? Just about anything you could possibly imagine. Having your bow break every time you try to shoot an arrow. Repeated sword strikes glancing harmlessly off your face. Killing half-a-dozen people with a lima bean. But any of those things could seriously undermine your game.
>>
>>19312867
>AD&D was not about the plot.
It always was when we played. Well, action/adventure plot about dungeon-crawling and exploration, anyway. I don't know anybody who actually used henchmen. I don't know anybody who actually awarded people keeps and whatnot. If you earned something in the story, then you got it based on that, not based on some arbitrary level reward.
>>
>>19312883
My point is that no matter how you narrate it, no edition of D&D is a narrative system, it's a combat system.

The daily/encounter power system does not translate well into real life any better than full attack every round or combat maneuvers verses combat maneuver defense (pathfidner).

arguing the 4e fighter against the 3e fighter against real life is comparing apples, oranges and bananas and continuing these kind of arguments only pollutes the atmosphere of the gaming community online and offline.
>>
>>19312897
My first question is which edition and when?

Henchmen and keeps played a large role in my groups games once everyone had characters that high level.
>>
>>19312917
Oh, so you're not so much arguing against me (since I was saying I don't have a problem with dailies), but against me trying to rationalize things? That seems a bit like you're splitting hairs, especially since my explanations were all tentative "maybe it's like..." sorts of things. If somebody wants to justify things in their head, I don't see a problem with that. Plus, I think it's good to have some sort of explanation backing things up, even if it's tenuous. Otherwise, the incongruity can nag at you and interfere with your ability to vividly imagine the battle.
>>
Narrative control is not something us grognards had much of. D&D played today is not even remotely how is was played twenty/thirty years ago when we were teenagers. Even today, narrative control, point buy, character concepts, non-random treasure. It's all very alien to me than how we played the game a long time ago.

It used to be that you didn't fight dragons, but rather lead a few platoons of archers against them. You didn't explore dungeons if you could afford to flood it with sheep and you didn't roll dice to do actions like searching for traps.

The game was about the setting you were in and making it rich. Even paladins adventured for money, because churches don't fund themselves.
>>
>>19312947
I'm saying rationalize (narrate) the action, not the system. Especially against other systems.
>>
>>19312931
>My first question is which edition and when?
1st edition, way back when it was current.

>Henchmen and keeps played a large role in my groups games once everyone had characters that high level.
Having to manage a bunch of yokels while you trek through a dungeon (and especially when you get into combat) always seemed annoying to me.
>>
>>19312969
Henchmen were mainly a source of profit, maintained our holdings or in worst case scenario acted as backup characters should the inevitable occur in the middle of an adventure. Moving gear and loot required many hands and having a safe place to keep it meant lots of things for characters to take care of. It's also how we fleshed out our settings, once we had a hold or a keep we had a new kingdom for the next campaign with new characters, locations and adventures.
>>
Actually, I very much doubt that there will be that much hate. The reason you see so much rage on the boards and forums is because that is where people who are butthurt go to vent their misplaced and illogical hate. This applies to ANY subject.

I raged a little, at first, then calmed down and thought about what the playtest actually represented. It's a start, and at this point (read the letter included) a simple test of gameplay style and whether the monster vs. player numbers are syncing up well. It's stupid to rail against a product that is by no means nearing its completion. They aren't even really looking for a ton of feedback on classes, not at this stage, because they simply haven't given us enough to evaluate.

So far, it's a thing I can get behind, but it will be a while before I can actually test it (which is the only point at which you can make valid complaints or praises). My singular concern is the lack of opportunity attacks in the core rules presented. Just doesn't make sense to me, nor does any system that doesn't include such a thing.
>>
>>19312966
>I'm saying rationalize (narrate) the action
Okay. I can dig that.
>>
>>19312986
>Moving gear and loot required many hands and having a safe place to keep it meant lots of things for characters to take care of.
I get the impression that henchmen just sort of fade into the woodwork when they aren't being focused on though. Otherwise, they'd constantly be getting in the way and getting killed. On the other hand, the folks I played with tended to be a bit light on the treasure, so maybe it was easier for us to justify not having a small-scale caravan train.
>>
>>19313004
Unless we actually needed an army, they were just there in the background, doing our chores back home or earning money for the keep/whatever.
>>
What I'd like to see is Fighter getting an attack/lvl. That would solve scaling and horde problems real quick.
>>
>>19313123
And that the Fighter could substitute his attacks for special maneuvers like trip and disarm etc.
It would give Fighter more options than just swinging a sword and make playing more tactical.
>>
>>19310875
>most of 3e is a straight rip of 2e with better, clearer mechanics! 3e was an improvement in almost everyway from its predecessors.
Oh my god I can't stop laughing.
>>
>Is this going to be the edition that sinks WotC?

No that was 4e.

This is just the final nail in the coffin.

The guys at Paizo are furiously masturbating every morning.
>>
>>19313192
>>Paizo
You know what I like about Pathfinder? My barbarian can rage then swim upstream a waterfall and it be mechanically okay by game rulings. If anything can be said about Pathfinders is their barbs have far more options with just core.
>>
>>19313210
You know what I like? The fact my wizard can cast fly, invisibility, and save vs die on your barbarian and be celebrated as the greatest trope D&D has ever produced.
>>
>remember, most of 3e is a straight rip of 2e with better, clearer mechanics!
Where in the fuck did you get this idea? Have you even played 2E? A lot of 3E mechanics are downgrades from 2E equivalents, and the mechanics that are universally improved definitely aren't 'most of 3E'. The spellcasting system, the skill system, combat maneuvers, and multiple classes are ALL inferior in play to their 2E equivalents, which is something that *never should have happened*.
>>
I just want some clarification, when you guys jerk off to 2e...youre jerking off to the players options books that were really 2.5 right?

Because I bought the core 2e books and some early supplements and they were pretty identical to 1e. And I know the Options books added a bunch of stuff later on that I'm pretty sure is where you guys are coming from, but I want to be certain.
>>
>MY FIGHTER DOESN'T HAB DAILIES BLOO BLOO.
Hey, I like fighters without dailies. Who have you been talking to? The problem is when you replace dailies with nothing.
As others have said, I'd like to see more combat maneuvers. Anyone should be able to bull rush, trip, disarm, grapple, slide adjacent, slow, feint, impose disadvantage or mark, without a feat, and the fighter should be able to use one of those as a free action once per round when he hits with a melee basic attack.
I'd also like to see an X/encounter multi-attack, possibly with a daze or similar condition when you hit the same target twice. Encounter powers are fine, even fighters get tired.
Some additional special attacks based on weapon type would be nice. Say what you want about 4E, it made weapon type matter.
>>
>>19313332


>>As others have said, I'd like to see more combat maneuvers. Anyone should be able to bull rush, trip, disarm, grapple, slide adjacent, slow, feint, impose disadvantage or mark, without a feat, and the fighter should be able to use one of those as a free action once per round when he hits with a melee basic attack.

And add eighty pages of such options because why they'd only be available to fighters
haha no.
>>
Is this the same playtest or is it a new one where Rogues aren't boring in a fight?
>>
D&D was never good.
>>
>>19313413
/thread

Earthdawn >....>>>> DnD
>>
>>19312475
> Of course, the whole system is effed, if you think about it. Hit points? You know how many times you need to hit someone with an axe or warhammer to remove them from a fight, if not kill them outright? 1. Hit points are a mix of luck, defense, stamina and wounds, so most of the time when you "hit" with an attack, you don't actually hit, you just force your opponent to stumble back or wear them down so you can eventually get that one blow that brings them down in.

If that's true, then why do Clerics have to heal HP?
>>
File: 1338472001916.jpg-(690 KB, 1024x768, DSCF7409.jpg)
690 KB
3.0 fag here

I am very excited about the new edition
>>
I started reading some of their design articles on "What is the Rogue?" "What is the wizard"?

And it's like, wtf... we've had this conversation a million times. At this point in our culture, we don't need to keep defining what a fighter is.

It's like, how many times do we need to see spidermans origin story? Enough rehashing already.
>>
3rd edition was the best edition deal with it.

Of course I jest since no edition is objectively better and accordingly a claim of which edition is better without our reasoning is utterly pointless.
>>
>>19313660
As your companions lose morale in combat, accumulate minor wounds and begin to falter, chances of surviving this encounter seem scarce. Calling upon your god for aide and bravely striding into combat with your holy symbol proclaiming that your god gives them protection gives them a second wind, from which they fight not like caged animals but like men renewed.
Your god doesn't just fill their blood back up, he just makes them feel better.
>>
>>19312615
> The fighter in 4e is a tank, not a weapon master.
What the fuck are you even talking about? That's exactly what the 4E Fighter is and if you'd look at the goddamned class for more than five seconds you'd see it too; the only problem compared to a 2E Fighter is that they don't have a tree that makes them good at ranged combat.
>>
>>19310323
I haven't really tested the 5th yet to see how it plays, I have read the files and the classes though and as a 3.5 fag, I have to say I think it seems way better than both 3.5/pathfinder. I felt I was reading what I think is 2nd edition with 3.5 and whatever was good of the 4th. I plan on actually playing it tomorrow so we'll see how it goes.
>>
>>19313192
>No that was 4e.
Technically it was 3e, but only because it was under the OGL.
>>
>>19310323
>Virtually everyone is dissatisfied with the playtest thus far.
Speak for yourself OP. I like it, the only missing thing is AoO.
>>
>>19313359
Using half of the rulebook to list options available only to one or two classes is a long-time D&D tradition.
>>
>>19313698
Actually, it's vitally important to write down strong design guidelines for each class. Not that the ones they've chosen are particularly *good*, but it's one step above "whatever was going through the head of whichever designer wrote each class feature."
>>
I never understood why they couldn't just use the psion system for the wizard.

It just seems so elegent in it's execution, who cares if the psion loses it's uniqueness, the wizard is a core part of the game and the psy point system would fit very well with it.
>>
>>19314006
Gotta appease those grognards.

Also the last time they tried that it failed incredibly hard and made them MORE overpowered.
>>
Have they lowered the HP of players and monsters? I'm getting sick of every battle taking over and hour to resolve.
>>
>>19314035
Compared to fourth edition you mean? You're looking at it wrong then, since 5e follows 3e.

Answer is not known, as monsters are not done yet.
>>
You know what would be cool? Combos made by dice rolls. You could say, "Valkor the Barbarian attempts (Cool Combo Name)" and you roll a series of dice where you have to get a certain number (or within a set of numbers). If it's a really complex combo, the more die you roll. You succeed as far as you successfully roll. Fail the fourth hit of a combo? You still had the other three hits.
>>
OP here, bumping thread because I'm surprised it still exists.
>>
>>19314221
Indeed, we could call it a "full attack sequence." You could perhaps gain additional die rolls when making a "full attack" as you leveled. As characters leveled up, they would increase their "base attack bonus" and at certain benchmarks--such as +6, +11, and +16--they could receive iterative die rolls.
>>
>>19310323
>The old schoolers hate the game because WHY MAGIC MISSILE AT-WILL and TOO MANY STARTING HP.

That is total bullshit. Over at Dragonsfoot, the biggest and virtually only, complaint beyond "its new hate it" is that the rules obviously want retro style melee stickiness but the rules aren't included.
>>
>>19315042
And possibly do something like encourage players to write out sequences of actions composed of various combat options available to them in advance, and give them a bonus to achieve success with it if they deign to spend points/feats/etc on it. (Partially because it just makes things easier for everyone. It's also Iconic. You can satisfy people who like 4e style stuff because it's easy, but people who like it more complex can still choose detailed tactics, or construct modular "combo's" or whatever.
>>
>>19315091
I find it amusing that you can even imagine fighters getting something MORE complex than 4e when right now the edition is Unmentionable and fighters get shit-all.
>>
>>19310377
I wish people would stop kneejerking to this lie. 5E is trying to appease to the AD&D grognards while still being able to sell something in today's market. Because that is exactly what kind of gorgnard that Mearls is.
>>
>>19315090
>melee stickiness
Whatchoo mean?
>>
So I've been taking glances at discussions of D&D5e
while im excited and have learned a few cool things, inevitably people talk about the older editions. I'd like to take the time here to say I seriously think people are trolling when they say 4e is better. I cannot get it into my head how people find it fun.
>>
>>19315378
It's got a balanced tactical combat mini-game where every class has cool things to do and interesting choices to make, hth.
>>
>>19315421
but it's not an rpg
>>
>>19317241
Moving the goalposts and being silly.
>>
>>19317314
>>19317241
Also, prove it.
>>
>>19317241

Sure it is. It's just a pretty shitty one.
>>
If 5e turns out to be even vaguely like this playtest iteration, but with more content and a few number tweaks (make a weapon do d6 instead of d8! BALANCED.) then it won't be a product worth buying. Plain and simple.

You want a system that just tells you to handwave the majority of your actions and make shit up on the fly? Why not play a system with more solid rules, but suspend them as necessary so you can do all your crazy shit you desire, then bring the rules back in when you think something is iffy and your group can't decide on a reasonable compromise.

I'm not about to buy a whole new set of books just because they are new and they say "Dungeons and Dragons" on the cover.

yeah, This is THE legacy game. The one that started it all and gave birth to a new hobby. It has an irreplaceable spot in many gamers' hearts. That's groovy. I can dig that. I won't disrespect that... But this new shit? It's kind of obvious that they have no idea how to design a decent game, let alone one that might please their colossal fanbase or properly capture the heart and soul of a game that is largely interpretive and personlized by everyone who has ever played it.

They want to try and sell me a game based on their nostalgia when they don't even seem to get that the games many people ran have nothing to do with their source material or their shitty modules or any of the worlds they made up.

That's so misguided that it's tragic.
>>
>>19317541
Because 5e is ultimately a rules light system. The whole point of 5e is that the dice and rules only come in the arbitrate a task that has a limited chance of failingor uncertain variables. Other than dictating the ground rules of what a dwarf can do, how x spell works and damage y weapon does, it's a free-form roleplay game.

A good game does not require strict, defined rules. It's unfair to compare it to 4e or 3.5 because they were rules heavy games. 5e is more like FATE or AD&D where the DM makes rulings on the fly.
>>
>>19318828
>Because 5e is ultimately a rules light system.
A-are you SERIOUS? HAVE YOU EVER EVEN *SEEN* A RULES-LIGHT GAME?

Okay, that outburst aside, how is 5e significantly different from 4e, excluding the part about only giving powers to half of the classes? On the topic of rules rigidity, they're pretty similar. The primary interaction between players and the world is through skill checks and ability checks, and through freeform roleplaying.
>>
>>19318828
>Makes rulings on the fly

Well, yes. But only if you're playing a fighter that tries to do anything besides "I hit him."
>>
>>19315421
4e attracted a lot of newcomers and even old timers to the game with balanced combat. But for many gamers, the appeal of D&D is not combat.

Especially older gamers who are especially wary of even using minis for combat in the first place.

4e is based entirely around combat with a few utility powers and skills which did not come into play often at all. AD&D and even 3.5, the fun was derived from the entire experience of exploration and interaction with the world.

When combat can take anywhere from two to four hours in 4e, a single inconsequential fight can take up an entire session which makes high level play almost impossible without resorting to only one combat per session and drastically slowing down the adventure. While combat in AD&D and 3.x is frequent, if nor more so than 4e, fights were over in minutes, not hours except for the biggest, most important of fights.

The reason I do not like, nor do I play 4e is not because it is a restrictive system, it's a slow one that puts too much emphasis on fights and balance rather than exploration and social interaction.
>>
>>19319119
>combat can take anywhere from two to four hours in 4e, a single inconsequential fight can take up an entire session.

The combat dynamic was changed and errata'd as of Monster Manual 3. From what I'm told, monsters are no longer massive sacks of hp, and further monster attacks are more lethal and damaging. Most of the earlier monster manual creatures were changed along these lines as well.

>The reason I do not like, nor do I play 4e is not because it is a restrictive system, it's a slow one that puts too much emphasis on fights and balance rather than exploration and social interaction.

And this is another odd thing. I'm sure there's more to your argument than what I'm seeing, and I'd appreciate if you'd elaborate. But from my experience, most of the 'roleplaying' abilities that PCs had in earlier editions were linked to "I do crazy shenanigans with magic" or basic ability checks. I certainly, for the life of me, can't remember the neat noncombat abilities fighters and barbarians had beyond a bare handful of skill points because Int is the ideal dump stat.

Is it the lack of rules for things like real world physics? I've seen people whine that, because there's no rules for smashing a door, it's impossible for a man with an axe to break through a door. As far as my experience with both systems went, both 3.5 and 4E relied on generic skill checks and freeform for non-combat situations, combined with DM fiat for things that aren't in the rules as written.
>>
>>19319119
>But for many gamers, the appeal of D&D is not combat.
That's cool but I was answering a very specific question ("why do people find 4e fun?").

Well actually it's not cool: it's false. (At least when you compare it to 3e; I have never played AD&D and can't comment.) If combat ever takes a short time in 3e, it's either because you're playing very low-level where monsters have 6 HP, or because your players are exploiting encounter-ending spells or perhaps CharOp charge cheese. The combat system as intended is a slow, soul-crushing grind, with HP vs damage scaling in such a way that higher levels take even more time.

Also, this
>puts too much emphasis on fights and balance rather than exploration and social interaction.
is also false when you compare it to 3e. 4e gives you the exact same tools to do exploration and social interaction. And it give those a hell of a lot more emphasis by having an entire encounter type, skill challenges, resolve around them, with the assumption that every adventure has its share. (Admittedly, the SC implementation is poor and not well balanced.)
>>
>>19319223
To add on to this, as maligned as the skill challenge mechanics are in terms of the execution of their math, the concept itself is sound. These skill challenge gave PCs more freedom to decide HOW they wanted to approach a problem, rather than the GM demanded that they make an open locks check or somesuch. The GM says something like "Your ship is caught in a storm, and will sink if you do not intervene" a Fighter can decide that he wants to make an athletics check to operate the bilges, a mage can use arcana to shield the ship from lightning, a bard can use his social abilities to rally the crew, and so on and so forth. I can only speak from my own, subjective, experiences but I can honestly say that I had more opportunities to roleplay than I had in 3.5.
>>
>>19319265
There are 4th Edition people that like it, and 3.5 people that hate it. It's not really cool to just wave away system gripes by saying that the people that don't like it are just clinging to "their" edition.
>>
>>19319265
Which means it's not most people, given the amount of 4e people.

What do 3e people find in it that's not in 3e/PF? We only know (a small part of) the low levels so far, but they look very similar to 3e. Only major difference is that wizards seem more powerful and rogues get that neat "take 10" thing.
>>
>>19319265
I'm a 2e fag and I thought it was shit. I actually like 3e and 4e, though, I just prefer 2e. There are hordes and hordes of people complaining about lots of stuff in the playtest, and if wizards has any sense they'll listen. But really, I have no idea what they're actually planning to do, and all of the articles written by the devs make it seem like they're living in some other reality than the one the rest of us are in. It's possible that it will be a good system, but at this point everything is speculation.
>>
>>19319368
Why would they, if it doesn't provide anything like a 4e experience? I'm not in love with the D&D logo. If//when they turn off DDI, I'll use the pirated DDI or switch to WHFRP (thinking of doing that anyway).
>>
>>19319436
Cite your source.
>>
>>19318828
Now is it?
Well, from what I've seen in this thread, the 5e sounds like a pretty cool guy. I've always preferred narrative and atmosphere > rules and ignored/tweaked rules if it helped the game to be more fun.
Where can I learn more about it?
>>
>>19319505
>>19319486
The biggest demographic of 4e players are now wizards and nuclear physicists.
>>
There's some really stupid gamey shit on some parts of the bestiary, serious balance issues with some spells and reagent bags are way too much abstraction for me but it looks good for a prototype.
>>
>>19319436
I'm not sure. What /would/ a kid whose only experience of RPGs is 4e do when 5e comes out and is nothing like it? On the one hand, it's new, it's what the stores carry etc. On the other hand, it provides very little of the kind of enjoyment 4e offers and is written in a style that's deliberately obtuse. The primary goal that shapes most of 5e, to get the "feel" and many iconic aspects of older editions of D&D, is nothing to that player.

Also, like >>19319468 said, I don't actually know what proportion of the 4e player base these people represent. At launch, obviously, most of 4e was converted players from other editions/other games since even the biggest RPG on the market has shit marketing budget. After four years, who knows?

>>19319505
Anecdotal evidence is no evidence. Every D&D thread has a fucker or two telling us of how in his local area everyone plays 3e/PF/4e/Castles & Crusades and that's totally what the entire world looks like.
>>
>>19319249
3e was not the mess that char-op /tg/ trolls represented it as. A Random fight or a room full of guards in 3e did not require the wizard to blast off every game breaking spell in his arsenal.

Even at high level, most of the fights we got in were over in about ten minutes after whoever the beat sticks were walked in and killed them without the casters lifting a magical finger. when there are lots of enemies grouped together, or a single large guy is when casters only did anything, otherwise they didn't waste spells on yet another group of trolls when even the most unoptimized fighter could hack through them in a few rounds.
>>
>>19319512
5e is not a rules-light system. But see for yourself, just go register and grab a copy of the playtest rules.
http://wizards.com/dnd/DnDNext.aspx
>>
>>19319558
So you think the person who posted stating what the demographic for 4e was, and the person asking for the source of that information, are the same dude.

Well guess what, I'm also >>19319558
>>
>>19319505
When I go, the youngest guy there is a friend of mine, at age 22. All the people have been playing D&D for years.
I'm 30, started with 2nd edition at age 10.
Fuck you.
>>
>>19319597
>/tg is only two people

WHAT A TWEEST
>>
>>19319560
>A Random fight or a room full of guards in 3e did not require the wizard to blast off every game breaking spell in his arsenal.
I didn't say you need a wizard to WIN the fight, I said you need a wizard (or serious CharOp-fu) to win the fight FAST.

>Even at high level, most of the fights we got in were over in about ten minutes after whoever the beat sticks were walked in and killed them without the casters lifting a magical finger.
I would like to know what your non-caster looked like, and if said trolls were level-appropriate at the time.
>>
>>19319505
The 4e players who play in store at my LGS, which is Endgame Oakland, CA or Black Diamond Games in Concord, CA are mostly older men in their 40's or 50's. Half of them never played 3rd edition, most of them only played AD&D. There only about 4-6 children who play 4e regularly on RPGA nights.

Most everyone in the 18-30 year old RPG gamer range prefers Pathfinder.
>>
>>19319607
Actually, /tg/ is three people. You, me, and the other guy.

Just between you and me, I fucking hate the other guy.
>>
>>19319332
That was a serious question by the way, not a rhetorical one. 3e/PF players who like 5e, what do you see in it that seems better than what your game of choice already provides? Keeping in mind we're only looking at very low levels here.
>>
>Raise their constitution by one and dexterity by one.
Why?
>>
>>19312526

maybe only one of their targets all day will leave the opening for it to happen. People don't just stand motionless in their squares when it isn't their initiative.
>>
File: 1338530888129.jpg-(178 KB, 800x1200, 126551819768.jpg)
178 KB
>>19320039
Women are more capable of recovering from severe wounds. But I think this is undermined by the size advantage men have, so in a game without a size stat, I'm not sure that a constitution bonus for women makes sense. As far as dexterity goes, women are generally more flexible than me, so that one works for me.

Of course the whole thing is bollocks. Very few games actually represent medieval Europe, complete with its extreme gender roles. Men, for instance, are going to tend to be better at hunting and fighting than women in a society where men do all the hunting and fighting. Why? Leaving aside the way they are nurtured (and the different opportunities that society affords them), any sort of related genetic trait that's linked to gender is going to be selected in them (as the ones with the advantage will tend to survive, while the ones without won't pass on their genes), while it won't in women (as the ability to hunt and fight wars doesn't really help a woman who never does either). In a society where women are more likely to hunt and fight, you'll see a corresponding increase of the applicable traits.

Me? If I apply any modifiers it's going to be something like -1 str, +1 dex. It's a relatively small difference that nevertheless shows a difference between the genders.
>>
File: 1338531008153.jpg-(90 KB, 800x548, 1236554535967.jpg)
90 KB
>>19322443
Also, when we're talking about a fantasy RPG with elves and dragons, are we really going to get hung up over gender realism? If we can make a world with demons and wizards, why can't we make one where women aren't disadvantaged in the traits that relate to adventuring? And even in a setting with strong gender roles, where women aren't a physical match for men, why would we want to apply this to player characters? Many games have players allocate the same number of points to their characters, making their characters roughly equivalent in terms of all-around ability, but nobody thinks this reflects on society as a whole. It's an artificial gamist mechanic and we shouldn't try to extrapolate too much about the reality of the world from it. And besides, the PCs are a select group of people and don't represent any sort of norm for their gender or race. So maybe female PCs are a more select group. Maybe male NPCs reflect the top 10% of their gender in terms of physical ability, while female NPCs represent the top 5% of their gender. Whatever. The point of playing an RPG is to have fun, and it seems like you're reducing that by hobbling anybody who wants to play a female character. It's not like there are tons of girls who are interested in our hobby; do we really want to actively drive them away?
>>
>>19320393
This. It's a game mechanic that doesn't necessarily translate into the reality of the story (though it could, if you want to use some sort of concept like chi). I'd let somebody try to put somebody else in a headlock without using a daily, it just wouldn't get the same bonuses (though if he got lucky, he could potentially be as effective as the average super headlock). In a game with hit points that increase tenfold over the levels and armor that makes you harder to hit rather than to damage, it seems like any abstraction that dailies force is minor in comparison.
>>
>>19319852
>Seems more flexible and open. Less rules clutter.
Really, 3x would be pretty awesome if it were relatively rules light and relatively balanced. The problem is that it isn't even close to being either of those things. But if you had a rules-light, balanced version of the same basic system, I think most people would be pretty happy.
>>
>>19319004
>A-are you SERIOUS? HAVE YOU EVER EVEN *SEEN* A RULES-LIGHT GAME?
It's all relative. I mean, a lot of people say that 4e is rules-light, and it's not hard to be lighter than that.
>>
There was a thread a while back by somebody who was testing the game. From what he said, it sounded pretty okay.
Of course, we can't really judge based on early playtests. When the finished version comes out, we'll see if it's any good.
>>
>>19323466
Yeah, well, they're wrong. There's a lot of people who've never played anything but D&D clones and have their perceptions completely skewed as a result. D&D 4e is a little lighter than 3e, but it's still very definitely a rules-heavy game.
>>
>>19323816
>There's a lot of people who've never played anything but D&D clones and have their perceptions completely skewed as a result

Ohgodthis.

RISUS is a rules-light game - you can learn it in five minutes. Burning Wheel or Savage Worlds are about average - it takes about an hour or two to learn. DnD on the other hand my group has played for years and can't get through a session without needing to look something up.

I've no idea how ANYONE ever got the idea that any edition of D&D post the first was particularly simple. I put it down to complete ignorance - pretty much every other popular RPG bar GURPS and perhaps HERO are vastly simpler.
>>
>>19323066
That's called Basic Fantasy RPG, and my group swears by it for our Dungeon Fantasy games.
>>
>>19323915
Familiarity plays a big part too. Once you've got something down to rote more or less, for you it's as simple as breathing.
>>
>>19323646
It may have been me.

Basically I summed it up as it was second edition with bits and pieces that worked for 4th and 3rd sprinkled here and there.

The new ability check system in place of saving throws and skills actually helps speed the game along and made it much easier. Combat was really fast and I like how they're keeping 4e's philosophy that everyone can do something at any given time. Fighters did a lot of damage and combat could go deadly quick at low levels, and even at level 10 I had the impression that even against a group of goblins I might get killed if I wasn't careful. I took that as a fun thing since it hearkens back to the good old days of playing my father's copy of the Red Box with my friends when D&D was deadly and we didn't make it out of the Caves of Chaos without a few deaths. This time around my players didn't die and it was easy enough to restore hit points since a full nights rest heals you full. Other players might disagree with potentially deadly encounters by seemingly weaker creatures, or the ease of which a nights rest restores even the most taxing wounds on a character.

It's still using 3e's DC mechanic, which is probably the worst thing 3e had and the only thing really wrong with the game, but since spellcasters have to set the DC when they cast the spell based on a saving throw, offensive spell casters are not as reliable anymore, nor are the DCs capable of becoming impossible to beat since there are very few ways to increase your ability scores that actually stack.

Implements such as holy symbols, wands, rods, are the only real way to do so for caster.
>>
Fighters are back at attacking every round, but do it very well with tons of abilities that make them better than the other four classes and are just as capable. The fighter was actually the best diplomat as well thanks to a combination of good role playing and rolling a 16 CHA. If melee basics bore you, sorry. But the packet I received promised Psions, Barbarians, Bards, Paladins and other classes that have always been traditionally the "I beat stuff with a stick, but with strange powers and magic while I'm doing it."

Since starting HP is based off your CON score, wizards are not in constant risk of being killed at first level, and have enough HP to even get in some of the fighting, which is especially good when planning on multi-classing as a fighter (multiclassing is back). They also have at-will like abilities a-la 4e and pathfinder that let them attack every round with magic if they so please. My group's wizard was going for the traditional elf in instead fought with a longsword instead of using his offensive spells most of the time. at the end he was a wizard 2/ Fighter 1. As I said earlier, offensive spellcasting was unreliable, but when it worked, he saved the entire group from a TPK twice with a color spray spell and took out many goblins with burning hands spells.
>>
The Cleric we tested was the traditional war-priest type cleric and healing was not as efficient as the 4e cleric or any other 4e leader class, but got the job done and could turn zombies just as well as he could swing a war axe. But they've got the cleric in the play test that maximizes his healing, so players looking to play a white mage type character as opposed to the traditional cleric have something to look forward to.

The only real bad class in the pre-public playtest would have to had been the rogue. Backstabbing was vague, we weren't sure if flanking allowed you to backstab or not and their handling how a skilled class such as the rogue worked with skills was confusing. The rogue pregen they have now is not at all the same one that they gave us for the level 1-10 playtest. So I can't comment on it now.

Overall it was fun, but they didn't give us much work with to really test it out beyond the Caves of Chaos module they included which is more or less the same adventurer as Keep on the Boarderlands, without the keep. We had fun, I'll probably run it for RPGA when it's released, but i doubt I'd switch from Pathfinder as my main system to run. It's more like a modernized retro clone than a full D&D game when you compare it to 3rd or 4th edition. But it was really, really easy to run and we did have a good time.
>>
>>19323915
>I've no idea how ANYONE ever got the idea that any edition of D&D post the first was particularly simple.
Well, Basic too, if we're going to nitpick. But I take your point and largely agree. I mean, AD&D could be relative simple to play, but that's because there was more of a burden on the DM to keep track of all the fiddly shit. Also, there was a lot of shit in AD&D that the DM could (and should) drop, so that AD&D in practice was a lot simpler. And at that point, maybe it was rules-medium-light, depending on how you're defining the categories. As far as RISUS goes, I'd define it as ultra-light. You can have a game that's much more complex that's still significantly lighter than three-quarters of the game market. The question is where you put Savage Worlds. It seems too complex to be rules-light, but it's a cakewalk compared to a lot of games out there. So where does that leave it? Medium-light?
>>
>>19324162
At some point /tg/ should probably make a big pic of where all the popular games fall on that scale.
>>
>>19324295
>At some point /tg/ should probably make a big pic of where all the popular games fall on that scale.
That's a great idea. I'd start on it myself, but I don't really feel qualified.
>>
>>19324305
I could, but eh, too lazy to start now.
>>
>The fighter was actually the best diplomat as well thanks to a combination of good role playing and rolling a 16 CHA

I'm sorry. Seriously, you like a somewhat intelligent person but this... this makes me rage.

It's like saying "well, it's alright that a class can only do a single thing, because if you are lucky you can do something else too!"

I know I'm reading too much into this but the implications are fucking terrible.
>>
>>19324327
It's worse than that. It's "if you are lucky, you can be better at something than the person who took it as their niche!" 16 Cha and you're as good as someone with a talky background without spending any resource yourself.
>>
>>19324342
Yeah the biggest issue with the NWP system was that it was so heavily stat-dependent in a game with (incredibly) random stats. Your actual NWPs were generally just padding, which is almost a complete reverse from the 3e skill system. But because we have no idea how character creation is going to go, who knows? I'm pretty sure it'll be some variant of point buy, though.
>>
>>19324371
Any question about D&D Next can be answered with a reasonably chance of success by looking at how 3e and older editions did it. I would be astonished if 5e doesn't have stat roll as the default method, if not the only one.
>>
>>19324390
The pre-public test had us roll all stats and reroll if we didn't get one at least 11. 4d6, drop lowest, asign to taste.
>>
>I would be astonished if 5e doesn't have stat roll as the default method, if not the only one.
That would be unfortunate. Doing a card-draw would be my preferred method, though rolling randomly on a table to get a pre-planned stat-array would work pretty well too. With 100 different arrays you could roll, you'd have a decent bit of variety. In any case, I like the idea of randomly allocated stats, but not so much the idea of unbalanced characters, where somebody can end up with much higher stats across the board.
>>
Bamp so I can read it later.
>>
What's the source of OP's pic?
>>
>>19323938
Holy shit, I'm not the only one
>>
>>19322443
>As far as dexterity goes, women are generally more flexible than me, so that one works for me.
"...generally more flexible than *men*", that is. It's really not that hard to be more flexible than me.
>>
The way we've always done it is with new players we'd teach them the basic mechanics with 4e and once they have that down and when we feel everyone is ready we would switch to 3.5e

Both editions have their pros and cons

4th
__________________
>Pros
Healing
Melee characters are powerhouses
Very hard to break
less skills to manage
monks get fixed
static scores (I have a habit of rolling bad)
melee types do more then just swing

>Cons
No downside to races
no LA races
casters are now garbage
hp bloat
everyone needs a book/laptop for moves
gnomes are monsters now
lack of rp elements
4 alignments were cut out
a lot less options for characters

On the hole I like 4, I haven't seen much for 5 yet. Worse case scenario people just bitch and ignore it like they did 4. I really think that people just got so bitter from playing 3.X and when it wasn't more of the same with a shiny new wrapper they raged.

Some food for thought.
>>
>>19327560
You're just begging for an argument, aren't you.

>No downside to races
>no LA races
>Cons
So you want to outright penalize race/class combos that play against stereotype? Also, LA races were never good.

>lack of rp elements
As compared to DUNGEONS & DRAGONS THIRD EDITION? That's... What are you even talking about?

>a lot less options for characters
...if you're a spellcaster (though even then a lot of your options were actually trap choices; yay for ivory tower game design). All other classes never had this much choice, and best of all, most of them are actually valid.
>>
>>19327560
>casters are now garbage
You could make a perfectly legitimate argument that 4E casters are better than AD&D casters because they lack the ridiculously shitty early game all of them have in exchange for NOT snowballing out of control at level 15-20, where only a handful of groups ever got to anyways.

If you're actually going to argue that 3E was the only edition to do casters the way they were supposed to be, you need to get the fuck out.
>>
>>19327611
you seem upset?
>>
>>19327775
A little. But I don't see how arguing about my feelings will contribute much to the conversation.
>>
>>19327560
>No downside to races
>no LA races

These are not cons.

>casters are now garbage

No they aren't.

>lack of rp elements

What the fuck are you even talking about?

>a lot less options for characters

More valid options, no trap classes.

I say this all as not a particular fan of 4e, you're just so incredibly stupid that I had to comment in it's defense.
>>
>>19327560
almost every con you listed was bullshit.
>No downside to races
This is a pro, not a con. It lets you play whatever race/class combo you want without fucking you over. All penalties ever did was force you to play cliches.
>no LA races
Which were always incredibly broken and never worked properly. The system is better without them.
>casters are now garbage
This is just made-up bullcrap, since the wizard is still one of the most powerful classes. I have no idea how you came to this conclusion.
>hp bloat
This is something I hear people bring up a lot, but in actuality, it has much LESS hp bloat than 3.x. Maybe it just seems more "noticable" now that save-or-dies and save-or-sucks are out. But that's actually a good fucking thing, not a bad thing, since parties are balanced within themselves and non-casters actually have a role to play. Maybe you're just frustrated that encounters actually take some time and thought to beat instead of just casting one or two spells to insta-win?
>everyone needs a book/laptop for moves
Total bullshit. You can buy/print out power cards, dummy. And they actually recommend you do that.
>gnomes are monsters now
I don't really think that this is a big problem, but I admit it's not bullshit. It IS a legitimate criticism if you like gnomes a lot.

...
>>
...

>lack of rp elements
I think by this you mean that the game rules are very self-referential and combat-focused. This can be viewed as a bad thing to a degree, but it actually DOES give you plenty of role-playing tools in the DMG which are for out-of-combat. All that 4e did was make balanced and tactical combat possible in D&D. It took NONE of your ability to roleplay out. AT ALL.
>4 alignments were cut out
Who plays with alignments anyway? They don't make any sense beyond being a general indicator of overall attitude. Also nothing is stopping you from just writing one of the 9 alignments on your sheet. It doesn't really affect the rules at all. 4e just recognized how unimportant alignment is.
>a lot less options for characters
If you're a caster, sure. Frankly, this is made-up bullshit. All the classes have a metric fuckton of options and MOST BUILDS ARE ACTUALLY VIABLE unlike previous editions.
>>
This kind of doomsaying happens with every new edition.
>>
>>19327843
Which kind?
>>
>>19327849
The classic "D&D is ruined and everyone hates the new stuff" routine.
>>
>>19327827
>No downside to races
>This is a pro, not a con. It lets you play whatever race/class combo you want without fucking you over. All penalties ever did was force you to play cliches.
No. It only made everything casual. Races should feel distinct mechanical, pros AND cons are required for that.

>no LA races
>Which were always incredibly broken and never worked properly. The system is better without them.
Less races to choose from. No unusual races or some unique and weird templates. Forcing you in cliches, i thought you didnt like it?

>casters are now garbage
>This is just made-up bullcrap, since the wizard is still one of the most powerful classes. I have no idea how you came to this conclusion.
Wizards doesnt feel like fucking wizards in 4e. They are closer to warlocks from 3e.

>hp bloat
>...
Its more noticable because combat in 4e is slow as shit. Even slower than GURPS combat is, thats quite an accomplishment. And noncasters have things to do in 3e, if you werent retarded and know how to use PrC. Of course they wasnt as universal as spellcasters, but they wasnt useless at all.

>everyone needs a book/laptop for moves
>Total bullshit. You can buy/print out power cards, dummy. And they actually recommend you do that.
Nice game design indeed. Print some shit, that is basically your spellbook, to not look into books every round.
>>
>>19328029
>No. It only made everything casual. Races should feel distinct mechanical, pros AND cons are required for that.
No. Racial powers alone make this a moot point.
>Less races to choose from. No unusual races or some unique and weird templates. Forcing you in cliches, i thought you didnt like it?
Like... shardmind? A living piece of rock jewelry? Or you know, how about changelings actually being PLAYABLE?
>Wizards doesnt feel like fucking wizards in 4e. They are closer to warlocks from 3e.
I guess I have to concede to this, but this does not make them suck.
>hp bloat
Yeah, play MM3 and on and this problem vanishes.
>Nice game design indeed. Print some shit, that is basically your spellbook, to not look into books every round.
...
wat. 5-10 cards=book now? Hell, you only actually need this if you don't know your powers. I mean, did people print out their spells in 3.5? Because that'd have gotten pretty tedious after about lvl 10.
>>
>>19328029
>No. It only made everything casual.
You haven't actually countered anon's point.
>Races should feel distinct mechanical
I actually disagree with that, but ok, I'm in the minority.
>pros AND cons are required for that.
Why?
>>
>>19310323
> So let's talk 5e D&D. Virtually everyone is dissatisfied with the playtest thus far. The old schoolers hate the game because... The new schoolers hate the game because...

What? Another Warhammer 40K 6th Edition Thread?!?

Trollmeter 0/10 - would not rage again OP.
>>
>>19328092
>did people print out their spells in 3.5? Because that'd have gotten pretty tedious after about lvl 10.
They don't, but mostly because there's no practical way to do so in 3e. Most caster classes know ridiculous amounts of spells (or, in the case of divines, ALL the spells). And even if you're playing sorcerer, the spells aren't formatted in a small, convenient block and there's no character builder to do the copy-paste work for you.

If there WAS a way, I'm pretty sure most casters would love to do it. Flipping through the books to find a spell is one of the big time-wasters of 3e.
>>
>>19327833
>lack of rp elements
>I think by this you mean that the game rules are very self-referential and combat-focused. This can be viewed as a bad thing to a degree, but it actually DOES give you plenty of role-playing tools in the DMG which are for out-of-combat. All that 4e did was make balanced and tactical combat possible in D&D. It took NONE of your ability to roleplay out. AT ALL.
It made tactical skirmish wargame possible, miniatures are required to play 4e combat. Meanwhile most actual out of combat stuff was either butchered to the minimum or removed altogether. Why the fuck do i need RPG when there is only rules for combat? Might as well play without system at all.

>4 alignments were cut out
>Who plays with alignments anyway? They don't make any sense beyond being a general indicator of overall attitude. Also nothing is stopping you from just writing one of the 9 alignments on your sheet. It doesn't really affect the rules at all. 4e just recognized how unimportant alignment is.
My group did. And its matter of principle, 4e force you to play as goody heroes saving the day. Cliches again, and you hated them, right?

>a lot less options for characters
>If you're a caster, sure. Frankly, this is made-up bullshit. All the classes have a metric fuckton of options and MOST BUILDS ARE ACTUALLY VIABLE unlike previous editions.
If you are not too. There are tons of fun as fuck builds from 3e that you cant do in 4e, because you forced in roles and shit. By the way viability of any shit any drooling retard can come up with is bought at the cost of homogenization. System mastery is a good thing.
>>
>>19328149
>There are tons of fun as fuck builds from 3e that you cant do in 4e, because you forced in roles and shit.

Name one. Take care so it is actually fun and not some punpun bullshit.
>>
>>19328149
> Meanwhile most actual out of combat stuff was either butchered to the minimum or removed altogether.
Like... what? What out-of-combat rules do you miss from 3e?
>4e force you to play as goody heroes saving the day.
lolwut
>If you are not too.
If you're not a caster you get more choices to make than ever before.
>There are tons of fun as fuck builds from 3e that you cant do in 4e
Like what? (inb4 class as identity)
>By the way viability of any shit any drooling retard can come up with is bought at the cost of homogenization.
Yeah, brawler fighter is just like sword-n-board fighter is just like tempest fighter, amirite?
>>
Oh god no, mods, what have you done?
>>
>>19328222
Tolling us. As always.
>>
>>19328222
Made an outlet for edition wars.

So far I'm lovin it.
>>
>>19328222
Well fuck.

>>19328231
I don't like threads with thousands of posts that take ages to load. And the previous one overstayed his welcome on day 4.
>>
Did...did an edition war thread get stickied?

The fuck?
>>
>>19328029
Casual? Seriously? You don't want the game to be accessible, you want Ivory Tower shit. Right. From this point on I want everyone to know that I'm not responding to this guy to argue with him; I'm trying to call him out as a common edition warrior troll. This post is for everyone else BUT him.

The races ARE mechanically distinct WITHOUT penalties. Racial powers, dude.

Goliath, warforged, angel, tiefling, dragonborn, changeling. Off the top of my head. NONE of these are imaginative in the slightest? In 2e it was dorf, elf, human, gnome, halfling and I don't hear a bunch of people complaining. Also nobody LAUDS star wars d20 just because it had like a million playable races. They were all forgettable nonsense. Same with 3.x, actually.

Combat is slow in 4e...the first few encounters around. After a few encounters or sessions in, your group gets a feel for it and you can finish things in seconds what took you minutes before. I've never known 4e to take any longer than any other RPG. EXCEPT 3.x because in that edition casters can just beat encounters with one or two spells. On their own. Without the rest of the party. Once again, it's not "slower" it's in-depth and tactical. You actually have to put thought and time into beating the encounters. In 4e, encounters are easy to construct, balance, and make memorable. And they are hard to beat. Yes, you will only get to play 1-3 encounters per session, but that's true for most RPG's. And it's not like anyone has any illusions about it from the start. They say that right in the DMG. It's part of the game's design.
>>
>>19328149
>System mastery is a good thing.

Nothing to see here folks but a troll. Move along.
>>
>>19328029
>Races should feel distinct mechanical
For fuck's sake.
Let me clue you in on something:
Go back to AD&D. You see the +1 and -1 stat bonus and penalty? THEY DIDN'T FUCKING MATTER. Everything that made a race distinct was totally separate from the stat bonus and penalty and almost *every single time* they felt distinct because of their strengths.
I hate people like you so much.
>>
>>19328092
>No. Racial powers alone make this a moot point.
They are somewhat situational, though some are sweet indeed, but they only make some races better for some classes. Wasnt that your point against 3e style races all along?

>Like... shardmind? A living piece of rock jewelry? Or you know, how about changelings actually being PLAYABLE?
System wasnt perfect, it needed some fine tuning and fixing here and there. But no, lets just scrap it. Here some generic races, have fun.

>Yeah, play MM3 and on and this problem vanishes.
It was released too late, when damage was already done. My group played 4e when there was only cores. First impression is very important.

>wat. 5-10 cards=book now? Hell, you only actually need this if you don't know your powers. I mean, did people print out their spells in 3.5? Because that'd have gotten pretty tedious after about lvl 10.
No, spellcaster players usually know their shit and what spells do, using books for fine details mostly. But anyway, point was in 4e every one need to know their "spells", not only casters.

>>19328102
>I actually disagree with that, but ok, I'm in the minority.
What the point in races then? Might as well call everyone humans if they all are the same mechanically.

>Why?
Because everything have drawbacks? Some races are nimble, but frail, some are sturdy and strong, but lack in speed... Things like that make fluff descriptions actually matter in mechanics.
>>
>>19328293
Come on, be reasonable. System mastery isn't a _bad_ thing. It helps you make the character you want to play and helps you avoid making something that'll break the game into itty pieces.

That said, we can both agree that the guy you're responding to is a moron who slavishly worships an RPG that has completely stockholmed him.
>>
WotC doesn't depend on D&D.

The question is if they kill the property enough, that they sell it, and cut all old edition support in the process.

Honestly, 4e has basically the best way to do simple and clear stat blocks of all versions of D&D, with anything remotly complex.

For example, giving monsters spells... is actually a bad idea unless it is for non0combat, because you run the risk of having a broken reference.

And do people seriously need hard mechinics for puzzle solving, besides some checks for "remember that shit?" PC stuff?
>>
File: 1338593033800.jpg-(47 KB, 512x512, troll line below.jpg)
47 KB
>>19328390
>generic races
>>
>>19328395
System Mastery if you divorce it from Trap Options. The issue is, however, nobody who makes a game that excepts system mastery does that. At all.
>>
>>19328395
System mastery is not inherently bad. What's bad is when systems REWARD it too much and/or REQUIRE it to make anything slightly out of the norm. Lookin' at you on both counts, 3e.
>>
All that said, there IS at least one legitimate criticism I know for 4e, and it's one I myself discovered the first time I tried it out.

Combat is not *immersive* unless you force it to be. By *immersive* I only mean "feels like you're describing something actually happening in the zone of the fictional world." As opposed to "referencing rules for D&D combat." With powers and HP, it's almost impossible to describe the action without referencing D&D rules, which means nothing sounds *believable* in combat. This isn't really the end of the world and it can be made up by particularly creative players/gm description. Also, frankly, it's in the nature of the system. If you want the combat to be tactical and FAIR, then you kinda have to be a little gamist, because LIFE isn't fair. If you make combat as cruel and random and lethal as it is in a realistic sense, then it stops being fun (well, unless that's what you were GOING for, but usually that isn't the case in D&D).

Another criticism is that, by default, it only supports HEROIC SUPER CHARACTERS, preventing you from playing down-to-earth peasants. At least in terms of combat. You can still play a down-to-earth type character outside of combat, since the divorce between in-combat and out-of-combat is so stark. But it's a real concern for a group.

I think that both of these things are kind of inevitable if you're going to play a game in the vein of D&D, where it's heroic high fantasy. If you want to play something that isn't heroic high fantasy, then it would be a good idea to play a different system (or perhaps a different variation on D&D). 4e just isn't simulationist. AT ALL. If you want a believable world of realistic consequences with mortal, normal characters, 4th edition is just not for you.
>>
>>19328420
>WotC doesn't depend on D&D.
Well yeah, it makes a fraction of what Magic does. Thing is, Hasbro treats each brand separately (because of the contract WotC signed when they were purchased) and Hasbro isn't going to throw money at a brand that makes (comparatively) shit profit. WotC isn't going anywhere, but if 5e sells badly, D&D may well die a slow death.
>>
>>19328491
The Magic revenues cover all of WotC and Avalaon Hill's expenses and has leftovers.
>>
>>19328509
But given how tiny the D&D team is and how little money is invested in its marketing, it's clear there isn't much Magic gold flowing into D&D, if any.

(I wish D&D would steal even one of the veteran Magic designers who actually know how to design games.)
>>
Where's my threatened squares and attacks of opportunity, Next?
>>
>>19328570
Back to not existing because they didn't exist in AD&D.
>>
>>19328575

How did fighters prevent monsters from running past them and murdering the wizards/rogues/ does D&D have any iconic backline guys at all?
>>
>>19328575

Okay, in they're going the AD&D route, where's my bonus attack on enemies that have turned their back on me?
>>
>>19328603
Engagement rules. You couldn't turn your back on or ignore a Fighter if they came at you or else you'd get raped by free attacks.

It's remarkably close to how marks work in 4E.
>>
>>19328539
>Magic's R&D team
>Knowledge of how to properly design and balance a game
Pick one.

The way D&D Next is shaping up is like the horrible rape child of AD&D2e and 4e.

If they cater only to the AD&D fags, it'll be horrible.

If they cater only to the 4e fags, it'll be horrible.

This 'middle path' they've found is equally as horrible. They need to make a NEW game, not try to feed into these nostalgic and entitled faggots.
>>
>>19328611

how, so it's a term change, between TSR and WotC D&D, for basically the same affect.

.... .... why the fuck does 5e have NOTHING that gives melee classes anything like battlefield control just by being there?

seems like it's been part of the game since ever, and is an attempt to make parthian tactics not work out after the range has been closed.
>>
>>19328630
I have seen literally ZERO influence in Next from 4e. They threw out the whole thing except for the engagement rules I guess. All the influence seems to be coming from older pre-3.x editions.
>>
I like it so far, from what I can tell from the beta is they are bringing back the character options from 3.0x and keeping the balance from 4e. In addition I really like the disadvantage/advantage system.

also the whole too much starting hp is bullshit I got a TPK(5 level 1's) with 3 bugbears
>>
>>19328646
No, 3E's AoO rules prevented Fighters from stopping anyone unless they did a specific thing that was rather easy to avoid doing - and even if it happened, it didn't matter because an individual Fighter hit wasn't all that much!

AD&D and 4E Fighters basically lock someone down by getting in their face, which makes MMO complaints retarded.
>>
>>19328630
Seriously, you're going to criticise Magic R&D? The team who're working on a 20 years old game and making it play better and sell better than ever before? The people who are more in touch with their player base than any company I have ever seen? That's low, man.
>>
File: 1338594423189.jpg-(82 KB, 700x500, fools.jpg)
82 KB
Honestly, I prefer 2nd edition AD&D; the rules are just as easy to follow as every other edition, 2nd edition only had one crappy thing about it (THAC0).

But Magic Missile at will? I laugh at how many jimmies have been rustled from that.

Pic related; D&D went downhill since Wizards took it over. And what happened to Gygax, anyways?
>>
>>19328672

Themes and backgrounds are from 4e, with themes being alot more powerful in general then in 4e, and backgrounds determining more about your skills then in 4e.

Oh, and at-will magic does decent damage.
>>
>>19328673
>bringing back the character options from 3.0x and keeping the balance from 4e
People really believe that.

Ladies and gentlemen, D&D Next's audience.
>>
It could be worse, newfags; try playing FATAL.
>>
>>19328688
>The people who are more in touch with their player base than any company I have ever seen?
Right now I'd honestly say that has to go to CCP or Runic Games.
>>19328699
>And what happened to Gygax, anyways?
He dead, son.
>>
Why is this stickied?
>>
>>19328712
I like the sound of that tagline.

>D&D Next: at least it's not FATAL
>>
>>19328603
>How did fighters prevent monsters from running past them and murdering the wizards/rogues in oldschool?

Tell the DM that your character physically gets in the way of the attacking monster. The more flexible (read: ignored) movement rules meant that you could say this as combat starts to do it on first turn automatically, thus the fight starting with the Fighter getting in on the monster's business, and for subsequent turns there is a rule that if a monster turns their backs on the fighter he gets a free attack on them, sort of a proto-AoO.

This, however, only worked if you're fighting one monster and, rules-wise, a horde (or even a team, really) could easily have one of their dudes duelling the fighter and the rest going right past him to attack the flimsier targets. Its basically true in every edition of D&D, though, and if the fighter is "holding them all back" it is either by a choke point or DM fiat.
>>
>>19327560
>gnomes are monsters now
Holy shit, did you write this argument 5 years ago?
There are humans in MM1, I guess that means humans are monsters too.
>>
>>19328721
>Gygax
>Dead
What a mindfuck. Now I know why D&D's getting shitier by the edition.
>>
>>19327560
>Gnomes?
>Monsters?
They were always monsters, just like all the other PC races.
>>
>>19328721
Can't comment, don't know them. Do they read everything players send them? Can I ask a question to their head designers and get an answer within the day?
>>
>>19328171
>Name one. Take care so it is actually fun and not some punpun bullshit.
Grapplers, for example, like this cute dwarf, by the way look at clever uses of PrC:
Ranger 3 / Fighter 2 / Barbarian 1 / Deepwarden 2 / Frostrager 1 / Battlerager 1
>>
>>19328688
Yeah, I am. The R&D team seems too obsessed with working in 'cool' new mechanics that are very hard to work into play and make play time longer, and unnecessarily complicated (Miracle and Dual-Faced cards) when they should be trying to streamline the experience. I'm glad they have these cool ideas, and maybe they should put them away, and try to improve them a bit more than the limited time they have with them before releasing them into the game at large. I mean, they have how many expansions worth of un-visited mechanics now? That people liked, and want to play with?

I admit I may have been a little harsh, but I personally think there are things they could do better. Atleast they're not D&D's R&D.
>>
>>19328390
>System wasnt perfect, it needed some fine tuning and fixing here and there. But no, lets just scrap it. Here some generic races, have fun

what does that even mean?is he saying the PLAYTEST doesn't have every race ready?
>>
>>19328741
Gygax hasn't even been involved in D&D since 1E, and 2E by proxy of it being a 1E cleanup.
>>
>>19328470
>If you make combat as cruel and random and lethal as it is in a realistic sense, then it stops being fun (well, unless that's what you were GOING for, but usually that isn't the case in D&D).
GURPS want to talk with you. It have one the most down to earth realistic combat and it still fun as fuck.
>>
>>19328758
There's a fighter option (brawler iirc) that specialises in grappling. Leave one hand free, grab guy, trip guy, hold him down, stab him in the face. Or grab two people and knock their heads together like coconuts.

In contrast, 3e apparently requires
>Ranger 3 / Fighter 2 / Barbarian 1 / Deepwarden 2 / Frostrager 1 / Battlerager 1
>>
>>19328758

... regarding gnomes as monsters...

most every pc race has some "monster"'s who are skinned as the pc race, but can work very differently then a pc of that race.

For example, 4e has stats for human duelists, dragonborn merceneries, and kobold slingers in the monster vault, but that doesn't make humans, "monsters" in setting.
>>
>>19328705
well that's what it seems I mean the whole theme/background/different variants of races seems to be leading to more options, like 3.x and pre.

and the game seems more balanced I mean the non caster classes are practical, so you don't have a 2 wizard party and 4 other characters.
>>
>>19328829
Even though they're indicated in every Monstrous Manual & Compendium ever printed.
>>
>>19328805
It's not the same. Those are just fighter spells where the 3e one is real grappling.
>>
>>19328767
Are you aware that miracles and DFC are extremely popular? You don't like them, that's cool, but they sell boosters and attract new players and keep the game's blood flowing just fine.
>I mean, they have how many expansions worth of un-visited mechanics now? That people liked, and want to play with?
They're doing that more these days. Mostly because they realised that designing good keywords is hard and if you use them in only one set you're going to run out.

But let's not turn it into MtG chat. The point is, while they're not flawless, they're *really really good* compared to the vast majority of gaming companies.
>>
File: 1338595217730.png-(147 KB, 238x287, no fun allowed 4.png)
147 KB
>>19328859
>>
>>19328773
It meant WotC scrap LA altogether in 4e, rather than fixing what was wrong with it, so every one could enjoy playing Antropomorphic Cheetah or Lolth-Touched Goliath... But no, we cant have good things.
>>
>>19328789
Actually haven't played GURPS. If they pulled it off and still made it as accessible AND balanced as 4e, then damn they deserve an award. But from what I've heard, no one talks about the "balance" of GURPS. Could be wrong though. No idea.
>>
>>19328839

That's just a function of time.

Any RPG with modular elements does that, and hell, 4e did.

Fuck, Neverwinter Book did a return to subraces.

People just fucking forgot that 3.x started with shit for options at the start as well.
>>
>>19328839
As the playtest stands, a group with 2 wizards, 2 fighty clerics and 1 healy cleric is vastly superior. The non-casters respectively bring a tiny extra DPR and the ability to pick locks.
>>
File: 1338595388881.jpg-(68 KB, 338x319, 1335816610291.jpg)
68 KB
>>19328898
GURPS achieves balance through some very complicated means.

It's not a bad system though. It's one of the oldest and thus, most refined, point buys. It can be broken, but a GM will usually catch that kind of shit.

I keep wanting to find a GM who will run a game for me in this flavor, but maybe in space.
>>
>>19328898
It's a point buy system so anything within the same point range is mostly balanced as long as the DM keeps an eye on abuse.
GURPS is basically the best role playing system out there for anything, D&D just is more popular.
GURPS = Windows
D&D = Apple
>>
>>19328859

...are you just trolling or actually retarded?
>>
>>19328898

Some GURPS fans will soon chime in and say that its perfectly balanced (they do this for anything), but in all honesty, GURPS character balance is pretty terrible. Experienced GURPS players can alleviate this by all of them spending their points well and thus being on the sort-of same level, but that happens to be the very Ivory Tower sort of thing everybody despises.
>>
>>19328933

Trolling. Duh.
>>
>>19328933
No really they work the same as the Wizard. They are just shitty spells given to the fighter.

In 3e it is real moves that take know how and system mastery to use right.
>>
>>19328918
I'd argue that. GURPS takes a fair amount of tweaking to reach certain flavors. D&D does D&D very well. FATE, also a fairly generalist system, does pulpy, narrativist games really well, I would say better than GURPS, or at least as well but with less work, which I see as an advantage. And there are at least a couple systems I can think of that do comic book heroes better.

GURPS does have TREMENDOUS flexibility on its side though, and handles modern and near-future games better than nearly anything I've seen and sci-fi games better than most things.
>>
>>19328915
This, basically. GURPS doesn't have any real "trap" options and while it is breakable, unlike D&D pretty much any build concept can be equally powergamed. And as the quoted anon said, a mindful GM can easily clamp down on excessive powergaming anyway.
>>
>>19328918
GURPS = Linux
>>
Wait a fucking second this isn't from FATAL? It's a snippet from DUNGEONS AND FUCKING DRAGONS?
>>
>>19328947
>I'm going to say that I was trolling so that I don't seem stupid.
>>
>>19328918
As a person who just starting playing in a GURPS game a month ago I kind of agree with this. I was kind of blown away by how easy it is to just do what you want in place of having to trick the system into letting you.
>>
>>19328897

... couldn't you just count-as an apporiate race for the first one, and fiugre out what option bits turns golaths into being drowfags?

And LA has the problem that the levels (both LA and hit dices) have to compete with the levels in the class they would otherwise be, and no racial hit dice and benefits is better then benefits of any 5th level class.

4e attempts to have racial options through utility power swapping ala (i think heroes of shadow had it first), and paragon paths/epic destinties that are of a racial type. (i.e. God-emperor of man)
>>
>>19328952
>D&D does D&D very well.
Unless you intend this as a tautology, I'd argue that some D&D editions do very poorly at what people expect them to do (such as modelling heroic fantasy - or worse, gritty fantasy).
>>
>>19328918

See this guy? That's exactly the sort of GURPS fan I was talking about.

"it is point buy, so everybody in the same point range is about equal"
is as true as
"it has levels, so everybody at the same level is about equal"

Actually, with GURPS it is even less true, as the balance between the options is awful.
>>
>>19328957
Ya
GURPS = Linux
D&D = Windows
Pathfinder = Apple
That Warhammer RPG = OS/2
>>
If only the 5th edition rules were integrated into FATAL. It sure beats having to measure anal circumference every time you try to rape a monster.
>>
>>19328898
GURPS is the most balanced system ever or the worst one. Depends on people with whom you play. There is no protection from abusing the system in there, balance is regulated by your DM.
And GURPS takes dedication to learn, its far from take and play like 4e, because there is actually rules for everything in it. From injuries and spellcasting to building spaceships and radiation damage.
>>
>>19328985
>/g/aylord struggling to troll on /tg/
So FATAL would be ReactOS & Warhammer would be MS-DOS 3.30?
>>
No everyone shut the fuck up about GURPS for a moment. Is OP's image actually from the 5e playtest, yes or no and source?
>>
>>19329009
No it is not.
>>
>>19329009
It's either self-generated or a troll pic for FATAL.
>>
>>19326796
>What's the source of OP's pic?
I wanna know too.
>>
File: 1338595941610.jpg-(946 KB, 1190x1524, Greenland Saga.jpg)
946 KB
>>19329009
No, it's from Greenland Saga.
>>
File: 1338595941834.jpg-(322 KB, 1275x1650, DnD Next_Character_Fighter Dwa(...).jpg)
322 KB
LOOK AT ALL THOSE OPTIONS!!!
>>
>>19329001
There are actually several ways of modeling spellcasting.

I think spellcasting using the Powers model is probably the easiest. It allows other characters to have Powers using the same mechanics, cuts down on necessary supplements, and is one of the simpler ways of handling it that still gives magic a decent amount of flexibility.

But I don't think I'd run fantasy in GURPS. Except maybe the FFXI world... that setting always seemed cool to me.
>>
>>19329021
>>19329016
Oh thank god.
>>
>>19329009

nope.

the playtest doesn't have any character creation yet.

I am fine with that, as it is a playtest, and it's clear that there are plenty of questions to ask a fantasy combat/exploring systems without it having a character generation subsystem.
>>
>>19329022
Have page 2? I have been looking for it, my stuff did not come with it.
>>
>raise their constitution and dexterity

Women are neither hardier nor better coordinated than men.

Subtract from every DnD stat add a multiplier for the beauty stat.

>>19310348
>needs some polish

My DICK needs some polish!
>>
>>19329009

Its not from the playtest, its from some third party sourcebook whose name I don't recall.
>>
File: 1338596026578.gif-(288 KB, 292x256, Tyrion Eh Eh Eh.gif)
288 KB
>>19329022
Where's the second page?
>>
>>19329022
The 2nt time I ran the play test we did not use the fighter and used the 2nt Cleric in his place. The game went much better as the Cleric can help protect people in place of the Fighter just swinging at shit all day.
>>
>>19329001
You just described an unbalanced system: one that traps people who don't have mastery of the system and makes their character weak and irrelevant. I'm not gonna argue that it can't be fun if you play with a group of people who all have mastered the system to some degree, but that doesn't make it balanced. And fyi balanced does mean making all the options viable a.k.a. balanced against each other.

Kind of off topic, but some people act like chargen is a kind of competition where people who pick "bad options" lose and people who pick "good options" win, when really all it is is filling out a form with the stuff that sounds like it would fit a character you have in mind (or stuff you randomly generate with dice or whimsy if you don't have something in mind). All character options SHOULD be viable! And yes that DOES mean any idiot who just started playing can make a character equally powerful to a guy who's played for a decade. And that's a good thing!
>>
>>19329021

And people wonder why they got rid of the OGL.

>>19329038
>>19329045

I will never tire of that joke.
>>
File: 1338596402156.gif-(332 KB, 127x109, banananananana.gif)
332 KB
>>19329062
>2nt
>2
>nt
>twont time I ran the play test
>>
I'd like to see the 4e power balance implemented, without the power format. By that I mean the unlimited actions be balanced against all other classes, along with the encounter and daily potential. Maybe the lines can be blurred a bit more, like situational bonuses for a martial class balanced against the encounter based magical abilities. For a tank type merely counting hit points as a daily resource in the same way as wizards spells would also be a good idea.
>>
But the 5e fighter isn't like the AD&D 2e fighter at all, and not really like the AD&D 1e fighter either.

The fighting man here never proceeded to become particuarly superhuman. At top level he might do something like succeeding in parrying a dragon to succeed striking it once with a sword just like Sigurd the dragon slayer, but he would not be Hercules unless given special reward by the GM granting such powers.
Instead the AD&D fighter got better gear, and his own land and his own subject as well as contacts in the right places and diplomacy. Mundane third party power to assist the fighter's own mundane power.

It's the same reasoning the thiefs climbed the guild, cause when they closed in on their limits that was how they expanded.
The magical classes merely got more magic power. But the mundane classes had to make due with mundane power, and the necessary amounts of mundane power to rival the higher levels of magical power cannot be contained within one man without using social and third party power in terms of contacts/politics/gear/status.

5e doesn't seem to take this approach at all with any of the non-magic classes. But rather seems to be stressing how to have the magic creep in on even them.
>>
>>19329079
>the system should require no skill

That's bad game design.

If a campaign were designed to make non-combat options equally viable methods of victory it'd be well designed. Someday there'll be videogames that generate levels and quests based on your character design so the abilities you have are the abilities you need.
>>
>>19329023
Thats exactly why i love GURPS.

Using Powers is easiest way, but it is most broken too. It makes mages basically superheroes, you can abuse modifiers like there is no tomorrow. Rapid fire homing impaling magic missile for the win.

I like syntactic system the best. It just feels right and very wizardy to me.
>>
>>19329139

Except that hp ... doesn't matter in a uniform way.

an extra 2 hp might no matter or it might mean the world.

... an extra spell has alot more power, and alot more power consistantly.
>>
>>19329156
Not what I said. It requires skill to overcome encounters, not to make your fucking character. Everyone starts with equal opportunity to solve encounters. The game tests the player's ability to manage the options they have on their sheet to solve the encounters. It's bad game design to have characters of equal level have unequal potential.
>>
>>19329181

... I wouldn't say that is bad design to have characters work, but most fights, and all tough fights, should make all party members important to not having a failure in the combat.
>>
>>19329039
Why don't you just say women can't put their highest ability score in Strength? It's even simpler and has the same result in terms of class choice.
>>
>>19329079
There is no trap options in GURPS, none at all. But it can be broken very, very easily. Like the most standard sword and board character would be very effective at what he can do, but the other sword and board character with specific skills and technics would be even more deadly.
>>
>>19329239

wait, why are we arguing gender stats for strength when D&D's strength ability is a measure of muscle output, something that combines both muscle mass and effecitive training?
>>
>>19329283
But being more deadly will come at a cost and that is something most people forget about GURPS a good DM plays into your weakness and more you do the more he has to play with.
>>
>>19329180
Well not *completely*, but factor it in. And not just the raw hp but things that involve it. Like extra HD, reduced damage from effects, the ability to do extra damage from losing hp by being attacked or sacrificing it. The point is to recognize and exploit it as a daily resource as an alternative to daily use abilities.
>>
>>19329283

.... some things aren't worth the point cost in GURPS.

but having overcosted options, and options that CLEARLY don't help you in particular spheres of the game aren't trap options, so you might be right for most of the content in GURPS, rather than having something like the hp bonus feat in 3.x suck, and having fighters not be that great at fighting and be a core book release.
>>
>>19329322
Most of the time, the things that are kind of overpriced you still won't be utterly sorry for taking.
>>
>>19329299
Another specific idea along these lines, if fighters had a larger number of HD but also had powers that burn HD when you use them, that would be a nice replacement for normal daily powers that have a unique feel that makes more sense aesthetically.
>>
>>19329370
That does not feel that Fighter like to me.
I'd like it better if each class was given it's own resource to play with, Wizards get spell slots, Fighters can have Morale, etc.

Each class having it's own 100% unique system to work with is much better.
>>
>>19329386
You mean like Anima: Beyond Fantasy which was a complete clusterfuck of four different systems with no synergy?

IMO, Fighters should have innate AC bonuses or gain Advantage against certain things, something I presume Rangers will have for preferred foes.
>>
>>19329386
Fair enough. It's a close enough compromise if you wanted to make the fighter as close to 4e without daily powers, but it would likely be more appropriate for some other class. Barbarian, maybe? If you throw some actual healing or dr along with the attack. Admittedly that's another reference to the 4e version there, but I think it's a good one.
>>
Where do I get the playtest without wasting money on D&D Online?
>>
"Ivory tower game design" has no place in the character creation process.

There need to be sections in the DMG on having the players work together with each other and with you to put together a balanced party that fits the campaign and each other.

It does make sense to have rules for building stronger and weaker characters. It's unforgiveable for the designer to treat rules for building strong characters as rewards for powergamers, and rules for building weak characters as traps for those who are careless, inexperienced, or care more about building an interesting, consistent, believable character than an overpowered one.
>>
>>19329441
Ya I can see that working for Barb. Maybe Rages burning HP each turn at differing rates but each having some way for you to heal while in them.
>>
>>19329386

seconding.

a fighter is not a warlock, or any other class that does blood/flesh sacrifice.

even if hp isn't just health, self inflicted hp loss is getting woozy from minor blood loss, or blowback (of anything really, including psychic mind-fucking) from an action.

Those are not fightery things to me.

I'd be fine with a "spellbook system" where you have a choice of however many fighter styles that you can use without penalty for x amount of times per whatever, with some optional rules for REALLY pressing your luck by doing something.
>>
>>19329411
You can give classes different mechanics with different feels to them, and not sacrifice synergy or balance. You just need to stick to some basic guidelines.
>>
>>19329453
Piratebay!
>>
>>19329453
http://thepiratebay.se/torrent/7296354/DnD_Next_Playtest_Package
>>
>>19329459
That sounds gamest as fuck.
>>
>>19329239
It's not just a matter of strength. Their less tough, intelligent, wise, and dextrous. The only ability they'd be equal-to-or-superior compared to a man is charisma.
>>
I still think that fighters should have to memorize their moves from fechtbuchs, and forget them after they use them.
>>
>>19329538

... you don't hang with many women, do you?
>>
>>19329021
That Norse colony looks worth finding.

>>19329288
>effective training

Reach back up in there and show me what else you can pull out of your ass.
>>
>>19329045
protip: there isn't one for the fighter.
>>
>>19329489
Are you implying that D&D in general isn't gamist?
>>
My question is, will 5e finally bring us a good monk class? In my opinion, the monk still has a lot to kick about.

Fuck, I'd settle for a return of the Gygax OA monk class.
>>
>>19328909
sorry for being gone for so long.

yeah I see what your saying but that simply means those builds are superior not those classes.
Plus it is a playtest, that is one of things they are testing you know, class balance.
>>
The whole -3 strength thing is completely nonsensical.
Say you have a male and a female thief/bard/mage/whatever with str as their dump stat. It makes little to no sense for the female to be weaker.

Testosterone promotes muscle growth, it doesn't just magically create muscle.
In a way it raises your strength "roof". The closer to the "roof" you are the harder it is to build muscle, the further away you are the easier it is. But if neither male nor female are anywhere near their roofs the difference is marginal at best if any.

Training/physical activity also promotes growth, it's what sets everything running. Without it your testosterone doesn't do you much good.
A female that works out is likely to be stronger than a male who doesn't. And even if the male does work out, the female is likely to be able to train about an hour or two or something extra to receive about the same result. That is, unless any of them are already quite fit, in which case they are closer to their "roof". And even if they are somewhat fit, the female might be able to compensate by simply upping her training further.
Not until the male is starting to close in on the respective female's "roof" is there a real notable difference.

It is easier for males to grow muscle due, but that is far from saying it happens automatically. Daily-life activities such as walks and grocery shopping might provide marginally better results, but a female that does that and takes time for a jogg is likely to get an edge.

To say that the female is without doubt weaker is equal to saying that any archtype where the male isn't notably fit is out of the window. Cause a male needs activity to be notably stronger than a female, and if a female character is active she has no need to be weaker than a male character who doesn't, cause not all males are all that fit.
>>
And then there is the little detail of how testosterone measurably affects your attention-span and focus negatively, which in turn directly correlates with learning capability.

But no one ever touches that ball cause everyone already knows that males can circuimvent said little detail by simply studying more, and that males certainly are able to learn.
>>
>>19329834

Dude, 4e Monk fucking rules.
>>
Background: Soldier
Benefit: Endurance
You are able to carry -twice- as much.

Ok. So if you pick a non-soldier background you are doomed to never being able to carry even remotedly the same amount of stuff as a soldier no matter how strong you are, essentially?
Now this is why I don't like classes and stuff. This may very well not be that much of an improvement.
>>
>>19329460
>even if hp isn't just health, self inflicted hp loss is getting woozy from minor blood loss, or blowback (of anything really, including psychic mind-fucking) from an action.

No, that's kinda wrong. If HP isn't just health, then self inflicted HP loss can just as easily be doing some strenuous action, anything from doing acrobatics in battle to just hitting REALLY hard. Because HP represents the ability to endure minor blows and the ability to move around while being hit to avoid major wounds and even the simple ability to keep fighting, anything that is difficult could cause HP loss simply from exhaustion.
>>
>>19329954
>Testosterone promotes muscle growth, it doesn't just magically create muscle.
>In a way it raises your strength "roof". The closer to the "roof" you are the harder it is to build muscle, the further away you are the easier it is. But if neither male nor female are anywhere near their roofs the difference is marginal at best if any.
None of this is accurate.

Testosterone DOES "just magically create muscle". It not only increases responsiveness to growth stimulus, it IS a growth stimulus.

Men don't need exercise to be stronger than women, they just need to be men. There are some exceptional cases, but most women simply could not reach the strength of an average untrained man no matter how hard they train: their "ceiling" is a man's floor.
>>
File: 1338603157406.png-(73 KB, 559x712, steroids_work.png)
73 KB
>>19329954
>>19330136
I welcome any excuse to post this image
>>
>>19330136
Yes but you're still a virgin.
>>
sage for 5e shitfest

the 4e ones got boring a long time ago, let's not do that again
>>
>>19330207

Why would you sage a pinned thread?
>>
File: 1338603570433.jpg-(126 KB, 450x373, full_retard.jpg)
126 KB
>>19330207
Saging a sticky...
>>
>>19330001
>testosterone measurably affects your attention-span and focus negatively, which in turn directly correlates with learning capability.
Not at the levels of a normal, healthy man. Both low and high testosterone levels cause cognitive issues. Within the normal, healthy range for each sex, higher testosterone is generally associated with better focus and memory.

>everyone already knows that males can circuimvent said little detail by simply studying more, and that males certainly are able to learn.
Uh... men don't need to study more to learn the same things as women. Women only outperform men in unchallenging educational settings, where they react with less frustration and rebellion to having their time wasted.

Where do you even get this nonsense?
>>
>Is this going to be the edition that sinks WotC?

nigga you just went full retard. WotC make a million times more money off M:tG than DnD
>>
File: 1338603896723.jpg-(263 KB, 827x584, cartoon-green-frankenstein-mon(...).jpg)
263 KB
>>
I wonder. D&D's IP and name was purchased by Wizards of the Coast from TSR. At the time TSR was going through bankruptcy, but that isn't really necessary to wish to sell the brand. It is, of course, silly to think that D&D could sink WotC, but could this edition be the one that convinces them to resell the brand? If the brand is ever sold, who might buy it?

Possibilities!
>>
>>19330308
Already addressed in the thread >>19311566

Ain't gonna happen.
>>
>>19330308

>Games Workshop buys it
D&D 6th edition, by M. Ward and R. Cruddace.

>White Wolf buys it
Dungeons, the Dra. . . er, the Delving

>Kazuki Takahashi buys it
Yu-Gi-Oh the D&D setting
>>
>>19330239
They can learn things either faster or with less effort.
A male that knows how to concentrate can easily come up with the same result, though it does take more energy.
>>
This is sticky worthy? Really? Until they have a new playtest up, it's chewing old soup.

Saging in a sticky.
>>
>>19330487
>They can learn things either faster or with less effort.
You can go on believing that, but it's just not true.
>>
>>19330397
I don't think Takahashi has enough money to do that. Konami does though.
>>
>>19330397
I don't think Takahashi has enough money to do that. Konami does though.

>>19330487
>citation needed
>>
>>19330136
>but most women simply could not reach the strength of an average untrained man no matter how hard they train: their "ceiling" is a man's floor.
Say what? I doubt you are at world class elite women sport level. You just put more crazy on even more crazy.
>>
>>19330239
I don't know about him, but read 'Group Differences in Intelligence and Related Measures'
by Wittman, a Meta-Analysis of problem-solving games and aptitude tests (eg Berlin Intelligence Structure test)

Women outperform Men in reading and science but not math, however the performance difference in favour of women is substnatially larger than the performance difference favouring men in maths
>>
>>19330136
>"ceiling" is a man's floor.
the bellcurve probably overlaps, rather than having the tails touch; don't be ridiculous
The distance between the peaks might be a little more dramatic due to cultural, not biological imperatives
>>
>>19330568
>Women outperform Men in ... science
Now I know without a doubt that we're talking about high-school-level "agreeing with the incompetent teacher and passively complying with pointless busywork" tests.
>>
>>19330598
There's no bell curve involved in what that was referring to. Learn to read.
>>
>>19330604
wow, you read that paper quickly
>>
How can people be happy with the Fighter?
How does a +1 to average HP/level and +2 to damage with +1 every second level balance out the cleric's spellcasting? what about +3 HP vs the Wizard's?
>>
>>19330613
so what do you think the distribution of floors and ceilings is like?
>>
>>19329592
I believe he meant stuff like skill.
Claim that doesn't factor into the output and you are way wrong.
>>
>>19330643
I'm not going to have a conversation with someone who can't read.

>>>most women simply could not reach the strength of an average untrained man no matter how hard they train: their "ceiling" is a man's floor.
>>>most women
>>>average untrained man


See if you can figure out for yourself how stupid this is as a response:
>>the bellcurve probably overlaps, rather than having the tails touch; don't be ridiculous
>>
>>19330693
I think you just aren't sure what I'm talking about. You are unecessarily hostile about it too, which means we'll never meet halfway about it
>>
>>19330634
You seriously expect people to go read your one social science paper, cherry-picked to support a laughable claim, that you didn't even provide a link for?

That would make /b/ look like a productive use of time.
>>
>>19330723
it's a meta-analysis, and I really thought if you were going to make empirical claims you would know how to find a paper
This is classic moving the goalposts.
>provide evidence
here is evidence
>it's cherrypicked
the statistics in it are an aggregate
>you didn't provide a link
here, I got this when I pasted the title into google

http://books.google.com.au/books?hl=en&lr=&id=48iUTEs60DMC&oi=fnd&pg=PA223&dq=Gr
oup+Differences+in+Intelligence+and+Related+Measures&ots=Ro2R1ZNx5Y&sig=e7uNYS19xWRICM5Qb6za
0da8wYk#v=onepage&q=Group%20Differences%20in%20Intelligence%20and%20Related%20Measures&f=fal
se

now where you are done intellectually destroying this facile, unscientific report in it's entirety, tell me, and I'll have scores of other papers in group differences for you dismiss
>>
Well, this sticky's already off to a wonderful start.
>>
>>19330872
Its either a punishment for all the shitposting or a sign of MODS == TROLLS. Probably both.
>>
>>19330790
>>provide evidence
>here is evidence
Where are you even quoting this from?

>>it's cherrypicked
>the statistics in it are an aggregate
I'm saying that you cherry-picked it to support your claim, not that its authors were cherry-picking, although they very well could have been.

In any case, you can't just aggregate the statistics of bad, ideologically-motivated "studies" and produce reliable, meaningful data. In a field which can't be called "science" with a straight face, where most of the work is utter shit, a metastudy pretty much guarantees contamination with invalid data.

>here, I got this when I pasted the title into google
I'm sure that's fine for your purposes, but a person who actually reads and understands papers, rather than just finding a website or popular media article that cites them as support for his side in an argument, cares about having all the pages.
>>
>>19330872
It was doomed from the start.
>>
How nice of the mods to pin the edition war thread to the top of the board.
>>
>>19331013
Come come. It's not just an edition war thread.

It's also a -4 str thread.
>>
>still plaing D&D

sure is 1993 in here
>>
>>19331048
You act like every group is willing to try something different.

This problem became really, really bad as a result of 3E.
>>
>>19330952
>I'm saying that you cherry-picked it to support your claim
here's what will do. I'm one up in terms of supporting data. You give me something, then I'll go cherry pick something else

>In any case, you can't just aggregate the statistics of bad, ideologically-motivated "studies
you have to point out the operationalizational bias rather than claiming it is just motivated. For instance, there is a large section of that paper devoted women dramatically underperforming men on planning and managing simulations put down to risk aversiveness

>In a field which can't be called "science" with a straight face
Haha, you just resort to denigrating the entirety of psychology? Desperation aside, the predictive validity of these sorts of studies indicate that something real is being accessed. If you are to undermine the paradigm of construct measurement as a whole, you can't really make assertions either way.
I'm not going to say the Swedish SAT's are perfect, but if one group is outperforming another significantly on multiple domains, your grounds for dismissal is what, bias against males?

>but a person who actually reads and understands papers
the stats tables are there summarized for you and available, sorted by country, the method is aptitude tests
>>
>>19331118
>I'm one up in terms of supporting data.
You've only made a vague claim about what a paper you obviously haven't read, obviously just found by googling for something that sounds like it supports your point, supposedly says.

You're zero up, and you're making an implausible claim that contradicts daily experience.

>You give me something, then I'll go cherry pick something else
Yes, that would be exactly what would happen. And I'm sure you could keep it up longer than I'd stay interested. And every time you googled and found someone who agreed with you, no matter how bad their reasoning and how little you look into it, you'd become more convinced that you're right.

That's a very good reason not to talk to you anymore.
>>
>>19331118
Given the pervasive statistical ineptitude in the social sciences, the disregard for basic scientific measures, and the utter ignorance of causality; I'm going to have to ask you to present overwhelming evidence for the honesty and mathematical literacy of any psychology paper, let alone a metapaper, before I waste time reading it. I'm willing to read most anything, but I'd sooner scan the drivel on /v/ than pseudoscience propped up on appeals to long-degraded "moral" authority.

I expect you to be dismissive, but at least spare yourself the indignity of railing against my "male privilege" for daring to understand highschool calculus.
>>
>>19331118
>you just resort to denigrating the entirety of psychology?
That's not something to "resort to". That's the proper reaction of any decent thinker whenever pseudoscience is brought up.
>>
>>19331210
>You've only made a vague claim about what a paper you obviously haven't read
I've summarized the performance difference findings
>you're making an implausible claim that contradicts daily experience
anecdotal evidence

>Yes, that would be exactly what would happen
this thing is, cherry picking implies you have contradictory papers to display, but you don't, and have no interest in finding any, you only have interest in holding on to your current viewpoint


>>19331217
> I'm going to have to ask you to present overwhelming evidence for the honesty and mathematical literacy of any psychology paper, let alone a metapaper, before I waste time reading it
Let's just be clear about what you are asking here. Would you like the actual mathematical proofs for, say, Cronbach's Alpha, Pearson's Coefficient, the various tests of significance like the Tukey HD, or the distribution of Z tables and all the other tools used in statistic calculation? Do you want me to explain the ANOVA? Or the justification behind say, factor analysis, which was not used in this paper, but would have been used to validate the aptitude tests?

>than pseudoscience propped up on appeals to long-degraded "moral" authority
this doesn't really refer to anything. I can understand no one wants to read papers and go to all that effort, and would rather sit back on pre-existing beliefs held up by confident broad-stroke dismissals. What's alarming is that you can without much thought, put down dramatic performance differences on test to the integrity a field, but don't offer your own explanation
>>
>>19331303
>Let's just be clear about what you are asking here. Would you like the actual mathematical proofs for, say, Cronbach's Alpha, Pearson's Coefficient, the various tests of significance like the Tukey HD, or the distribution of Z tables and all the other tools used in statistic calculation? Do you want me to explain the ANOVA? Or the justification behind say, factor analysis, which was not used in this paper, but would have been used to validate the aptitude tests?

>Look! I can throw jargon at you!

>Plus I'm wearing a lab coat and carrying a clipboard!

>This makes me a scientist!

>We have lined up the coconut lamps on both sides of the strip, a man waves palm fronds from the side, we have even built a stilted hut: the planes will start landing any day now!
>>
>>19331217

Unfortunately with Psychology there are a ridiculous number of factors involved which has a tendency to make it seem like softer science then it arguably is. It has to take into account the full gamut of biological and sociological, and often pharmacological elements and thus has a harder time making solid statements along the lines of "This happens this way because X, proven with Y."

We just don't understand the human brain well enough yet to do that; what we do know is ever expanding, and good psychologists (along with neurologists) are constantly refining their theories, which will ultimately be proven wrong again and again and again for the forseeable future, like virtually any science in history. Being proven wrong is, one could argue, the whole point.

They must work with what they have to try and learn more, like any scientist.

Though I'm a layman in these things: I am a writer by profession and simply read quite a-lot of journals.

Anyway, male privilege is nonsense anymore.

As for D&D 5th Edition, I can take it or leave it. If it doesn't turn out well, fuck em, I can play 2nd Edition, 3.5, or the new Iron Kingdoms RPG coming out this summer instead.
>>
>>19331345
so, fingers in ears basically, there is nothing you really want to hear, and nothing to offer either
>>
>not playing D&D with the Duke

http://www.blogtalkradio.com/rocknet/2012/06/02/the-rocknet-emergency-broadcast
>>
File: 1338610614899.png-(4 KB, 160x166, fuck you.png)
4 KB
Give me a reason not to hate you, /tg/.
I've been waiting for the past two years.
>>
>>19331370
>Why won't anyone listen seriously to my defense of homeopathy?
>>
>>19331417
Only board where you can talk about worldbuilding.
>>
Sticky? Oh good god no. There are several thousand posts on the topic per few days. Imagine them all in one thread.

Oh, and we've already gone on the inevitable men versus women tangent thanks to OPs shitty choice of picture. Wonderful.

Sage for off-topic.
>>
>>19331417

Well, there isn't much to be redeemed in this thread, its true. But hey, some other threads are pretty cool, like this one:
>>19330468
in which a guy asked for a dungeon idea and another responded with a pretty awesome concept, and this one
>>19325153
which is our regular Ask a Judge.

Yeah, there are a lot of shit threads too, but hey, just because the shit thread got stickied doesn't mean there is nothing left to come for.
>>
>>19331303
>Cronbach's Alpha
>further implications unnecessary

For those who know, please, bitter laughter is bad for your stomach acids. For everyone else, please see Cortina, 1993; Cronbach, 1951; Green, Lissitz & Mulaik, 1977; Revelle, 1979; Schmitt, 1996; and Zinbarg, Yovel, Revelle & McDonald, 2006. Or just apply a standard Bayesian analysis.
>>
>>19331475
sorry, all those papers you are quoting are from the discipline of psychology, which is basically phrenology; this allows me to dismiss what you are saying without needing to understand the papers you posted
>>
>>19331475
do you really think anyone I've been talking to will know, pre-wikipedia, what Cronbach's alpha is, or if it was used in a paper they've (not) read?
>>
>>19331502
Why? I'm going to have to ask you to present overwhelming evidence for the disproving of Psychology as a science
>>
>>19331510
Only if they've taken a Statistics course (and retained that bit of info).
>>
>>19331512
this is good. This is discourse coming full circle. Well, 'discourse'.
>>
>>19331502
innocence is it's own reward. tl;dr all those papers are psychologists disproving a metric, despite this, a metric still used today by psychologists.

it's a morally bankrupt field.
>>
>>19331536
it would be epistemically bankrupt, based on what you said
>>
>>19331536
That's not necessarily morally bankrupt unless usage of that metric provides them with some kind of monetary compensation. Even then, Medicine and any other field where its practitioners can be paid to alter, skew or present data in a biased way could be labeled as such.

Otherwise, it's what >>19331563 said
>>
>>19331536
To be fair, it's used by people in other fields who, by analysing large amounts of data, try to make statistical guesses about weak effects in complicated circumstances where other factors cannot be accounted for, a pursuit often mistaken for science.
>>
>>19310323
>Females take a -3STR

This will piss off many cultural marxist virgins, but ok, makes sense

>and add +1DEX

again, makes sense here

>and +1CON

Nigger, what the fuck?
>>
>>19331936
>>implying 3 and not 2
wat
>>
Every time I think
>Hey, I wonder what's going on in D&D. Man, I hope it's something I like.
I wind up looking at it, and just regretting it.

Any time I want to actually run a game that "feels like" the bits of D&D that I enjoy, I instead run Old School Hack.

D&D can belong to the morons who want to keep buying the same fucking game, over, and over, and over, and over, and over
>and over and over and over and over
>>
>>19331936
increased acceleration tolerance from smaller blood vessels, increased pain tolerance/anerobic endurance in limited cases
>>
>>19332268
"limited cases"=being high during/after giving childbirth.

Not that it should make a difference for adventurers.
>>
File: 1338616466051.jpg-(87 KB, 449x633, 1338322085029.jpg)
87 KB
>>19332268
i dont even, What do you think would happen if a sword cut my chest? we do not have a bonus to shrugging off damage, if anything it's a penalty. having a bunch of squishy soft stuff makes good for keeping warmer and attracting mates but in the world of RPGs that's not enough to merit this kind of thing, if you really want to express it in some way, give us a fort save bonus to certain effects. The hard fucking truth is women do not balance out with men unless you value childbirth ability as something worth points in other scores. The easy fix for fucking assburger DMs is to make fantasy women have high density muscle like other animals that are much stronger yet leaner than humans.
>>
File: 1338616816270.jpg-(10 KB, 320x242, sk_incredulous1.jpg)
10 KB
> Year of Our Lord Jesus Christ of Nazareth 2012
> Trying to make D&D simulationist in a way that disadvantages female characters
> Not designing the rules to value fun and preserve verisimilitude rather than pointlessly mirror real world statistics
> Still posting in this fucking topic

Why, OP. Why did you have to choose that pic of all pics. We could have had a thread about 5e, but NO, now it has to be one of the -4 STR threads that contribute fuck all.

I hope you step on a d4.
>>
>>19332337

... eh, there are enough female exemplars of whatever to give pc characters sex-independant stats for most races. (for example, having 4e satyrs and dryads be basically the same species but with massive sexual dimorphism is okay, because they are clearly very different, one is a fey female who is turning into a tree beast, and the other is a hendonistic pant charmer.

Sure, the town guard might be mostly male, but that's because child rearing is a mostly female task, and that's a bit because infant feeding defaults without food technology to the females who can nurse, rather then any innate inability of females to break and murder stuff.
>>
>>19332394
Unrustle your pitiful jimmies this instant.

It's an old fucking image that has nothing to do with current D&D.
>>
>>19332394
Well I dont, I hope this sticky is here forever so the -4 str crap stays right where it belongs, hidden at the top like that moderators cat picture.
>>
>>19332410

I know that you blundering oaf. I'm talking about the people in this thread who want to make D&D "realistic" by mirroring real world statistics about strength. Never mind that D&D was based off of classic sword and sorcery pulp fiction, where the hero can get stabbed or shot with arrows and just pull through because he's tough like that.
>>
>>19330136
>Testosterone DOES "just magically create muscle". It not only increases responsiveness to growth stimulus, it IS a growth stimulus.

1) noooooooo. hormones do not work this way. the endocrine response to a change in hormone levels is a qualitatively different thing from the routine work of hormones already present in the body. (exogenous testosterone and endogenous testosterone do different things). you can be scrawny and have very high endogenous testosterone levels without any medical condition affecting this.

2) women have testosterone in their bodies. women who undergo hysterectomies or oophorectomies often are given testosterone supplementation later in life, or earlier, to enhance their libidos.
>>
For the negative 3 str on woman thing it should be wrong. Woman can average as much strength as a man they just can not peak as high as a man. Seeing as only a very select few men in the world can actually out lift the strongest women in the world it stands to reason they should just cap out on max strength before men. Oh wait your gaming system doesn't have maxes.......
>>
File: 1338618513659.jpg-(32 KB, 288x499, WHY.jpg)
32 KB
ITT: The tl;dr version

>retard creates a thread with a controversial image completely unrelated to the desired topic of the thread
>'male feminists' become rectally ravaged over the content of said image
>they fly into rage
>one or two trolls show up from /b/ to troll said whitekn- er... 'male feminists'
>amazingly, a couple of posters, obviously new to 4chan actually attempt to discuss 5e in the thread
>thread becomes /b/ level, full of dumbass marxists, trolls trolling them, trolling each other, and just overall detestable stupidity all around
>for some reason, a mod, in his infinite wisdom, decided to sticky the thread
>now, this thread looms at the top of page one, hanging over /tg/ like a balloon filled with fermented feces, attempting to draw in and infect new users with a curious blend of AIDS, Ebola, Testicular cancer, and acute mental retardation.
>>
http://www.psy.fsu.edu/~baumeistertice/goodaboutmen.htm

I may as well throw some more petrol on this fire, enjoy children. (It is actually an extremely well thought out presentation of the sexes and their uses by 'nature' to ensure the continued survival of our species.)
>>
>>19332689
That's a broadly correct analysis but man you've got a whole bunch of chips on your shoulders. Where did the marxists thing even come from?
>>
>>19332711
Well, you know, communists and feminists, they're the same.
>>
>>19332706
this paper has no citations, but it says alot of things that need them
>>
>>19332706
It doesn't cite any source and is quite culturo-centric. Not that it makes it necessarily wrong, but I'd like some goddamn scientific respectability for an article like this.
>>
>>19332781
cultural marxists probably, i.e. the PC police
>>
>>19332829
>>19332821
Very true. It is a transcript of a lecture and no citations are provided but I think it stands on its own as a decent piece of logical thought that is interesting to consider.

Unlike some earlier posters I am not interested in getting in getting in a pissing match with papers/counter papers/meta papers and debating their scholarly merit on 4chan of all place. I just wanted to throw it out there and see what people thought of the logic and the conclusions.
>>
>> This insecurity is in fact social, existential, and biological. Built into the male role is the danger of not being good enough to be accepted and respected and even the danger of not being able to do well enough to create offspring.
>>implying women don't have the same massive insecurities.
>>
>>19332928
The logic is sound, but that doesn't mean the axioms used are true, and there are quite a lot of them, and I spotted at least one thing that has been disproven in recent studies (men being hornier than women). Not that there are no contrary studies, but all I could find was... well, by the author of the same article (and I wasn't able to actually read it).
>>
What the fuck? How everything went to gender wars from edition wars? Stop that shit faggots and lets come back to throwing shit at 4urries!
>>
>>19333061
But if we throw away all the shit you will starve!
>>
File: 1338622425183.png-(125 KB, 364x433, zombie lady2.png)
125 KB
>>19331936
>>and +1CON
>Nigger, what the fuck?

As previously mentioned ( >>19322443 ), women recover better from serious injuries. But, of course, there is the whole size difference which would tend to favor men in a number of ways.
>>
>>19332988
>men being hornier than women
Not like that was a strong point of the article though.

In general I found it reinforcing stuff I have already known. So I like it, but that may be confirmation bias in effect, admittedly.
>>
>>19333198
Well it reads like Evolutionary Psychology, it smells like Evolutionary Psychology and it provides no source like Evolutionary Psychology... It looks like it's just another pseudo-scientific article.
>>
>>19332988
No. There were a few studies that found that women were hornier than previously thought, and the hoopleheads interpretation of this was "omg turns out women are hornier than men so there!"
These 'recent studies' are like 10 years old now. There are very few actually recent studies because the earlier ones were so conclusive it would be like experimenting to see whether apples fall from trees.

/tg/ wins again for being most misinformed board on 4chan.

Next up: /tg/ wins the 4chan Dunning-Kruger Prize again.
>>
>>19333629
How do you measure horniness anyway? Average willingness to get down and dirty?
>>
>>19333637
That's half of those studies. For instance the "women are more hornier than/just as horny as men" studies were mostly vague, wishy washy questionnaires.

The other studies are physiological. They measured the effects of testosterone in animals, altering them to produce results. They then measured the effects of testosterone in deficient or proficient humans (they couldn't alter them in humans because = unethical).
They then concluded that testosterone is by far more responsible than any other attribute for sex drive. They then observed men have by far more test than women.
>>
>>19310323
idk I think it's alright.
>>
For everyone that wasn't around the last time a new edition came out. It's going to go like this.
No matter what they do to it, you're going to hate it.
Some people are going to like it and you won't understand why.
Edition war threads for 2-4 years.
It becomes widely accepted just in time for a new edition to be released.
>>
>>19329021
I'm curious about this book, now. Is there a download/torrent/something to a PDF available? A cursory google search gives me nothing.
>>
>>19333683
Sounds about right.
>>
Should the female strength loss really be a flat amount across all people? To me it would seem more like females above a certain amount should get -2 or -3 and below that -2 or -1.
>>
>>19333699
Your google-fu is really weak.

http://www.4shared.com/office/gpQ27gPS/RPG_d20_-_Greenland_Saga.html
>>
>>19334027
The idea of a flat modifier doesn't work out. If anything it should be accounted for with increased costs to get at higher levels. But D&D isn't exactly a point buy system so there is that.
>>
Balance in GURPS:
a) cure diseases (everyone);
b) cure diseases (others) + disease immunity (self).

Option b) costs less than a).
>>
i remember when 4e was released and /tg/ created a broken kenshiro immediately

when will we get 5e kenshiro

also a 5e gilgamesh (f/sn version you final fantasy nerds) is fine too
>>
>>19334548
>weepingenkidu.jpg
>>
File: 1338640882074.jpg-(555 KB, 850x823, this is legit my otp what have(...).jpg)
555 KB
>>19334558
no silly it was gilgamesh who wept

you know for six days or something

because enkidu died
>>
>>19334243
Except point buy for stats at character creation is common. A fair solution would be to make point costs sex specific for each stat. For instance, STR 10 should be equally priced for both men and women, but STR 16 should cost more for women than men. In this way female characters don't have to suffer from a flat strength penalty, but on average you won't see high STR females either (unless you're making a fighter or something like that).
Everyone's happy, cultural marxists and grognards included.
>>
>>19334617

Well, except those who want to play strong female fighters without being worse than male fighters.
>>
I hope they go back to 3E...where all of the other classes kept the wizard safe until about 6th level, and then carried his loot and basically functioned as henchmen from then on.

Don't punish me because you weren't smart enough to roll up a wizard.
>>
>>19334701
No, I'll punish you because you're a living shitstain.
>>
>>19334658
Well, that's like wanting to have your cake and eat it too.
Female fighters will have more to compensate for than male fighters, that's kinda the point, isn't it?
>>
>>19334781
Why do we need separate stats for women in the first place?

Can't we just play the game? I mean, seriously. Why is this even an issue.
>>
>>19334701

The playtest Next Fighter literally has an ability for carrying more stuff. You know, because encumbrance is meticulously tracked instead of widely ignored among every gaming group for the last 40 years.

Meanwhile, the retarded assholes this game is apparently made for are screaming in bloody rage because the playtest Fighter can damage on a miss.
>>
>>19334816
Technically he can take a feat to do that, not do it by default. Remove the background and theme ("FOR A MORE OLD-SCHOOL EXPERIENCE") and the fighter somehow manages to look EVEN WORSE compared to everyone else.
>>
>>19334548

Could someone post this 4e Kenshiro?
Scientific purposes, of course.
>>
>>19334812
Simulationism versus Gamism.
>>
>>19334915
Then said shit applies to NPC only, as PCs are not average represantives of their race, male or female.
>>
>>19334990
Of course PCs are exceptional people, but on average a male PC still should be more stronger than a female PC. It's called verisimilitude.
>domestic toomtit
That's right, captcha!
>>
>>19335019
> but on average a male PC still should be more stronger than a female PC.
I still dont see why.
Are female PC, by this logic, should have +2CHA, because of titties?
>>
>>19334915

Has simulationism ever meant anything besides "please overlook that these rules are shitty, pointless AND unrealistic?"
>>
I bet the "advanced" fighter theme they're allegedly planning for fans of 4E will miss the point just as far as the default one.
>You still only make basic attacks, but now you get the equivalent of Power Strike three times a day, and a trip attack that deals no damage! So many tactical options!
>Non-combat utility? What's that?
>>
>>19335019
>on average a male PC still should be more stronger than a female PC.
There is no average male PC or female PC. There are, at most, six PCs in the entire universe.
>>
>>19335041
Unless you're playing Dark Sun, in which case you get like fifty.
>>
>>19334877
http://1d4chan.org/wiki/Kenshiro_Cascadero_%22Rattata%22_Orcuslayer

he isn't exactly kenshiro i guess whoops
>>
>>19335040

Man, is there even anyone who plays 4e who hasn't totally written Next off?

I mean, best case scenario is that with enough MODULES!!! we can eventually kind of slap together a shittier version of a game we already fucking own.

Christ, fucking Pathfinder uses more 4e ideas and innovations than Next does.
>>
I've heard most people that stayed with 3.5 and pathfinder optimistic and most 4eders cry. But considering the old crowd is bigger than the 4eders I see nothing wrong.
>>
Mod confirmed for picking the worst stickies.
>>
>>19335131
>But considering the old crowd is bigger than the 4eders I see nothing wrong.
This you're going to have to prove.
>>
>>19335131

>But considering the old crowd is bigger than the 4eders

1. what in the fuck do you base that on
2. why in the fuck would "the old crowd" buy this either
>>
>>19335131
It's wrong because there were buckets and buckets and buckets of flaws with 3.5, and in many areas 4e improved them. Only the most butthurt 3aboos will even attempt to deny that. The design philosophy seems to be "throw a bunch of random shit together and maybe it won't suck."

What they SHOULD have been doing is taking the good ideas from 2e, and the good ideas from 3e, and the good ideas from Pathfinder, and the good ideas from 4e, and combining them into a Megazord of the greatest D&D system ever created. But no, instead we get a piece of shit playtest and designer columns that are soulcrushingly delusional.
>>
>>19335152

I agree, about the only thing I like with the play test is Themes and the way Racial traits are handled.
>>
>>19335140
Yeah, jesus fuck who thought this thread was a good idea?

Let's just sticky a thread with a -4 str image and an OP basically designed to provoke edition warring.
Genius.
>>
File: 1338647465838.jpg-(156 KB, 480x600, beholderandgirl2.jpg)
156 KB
>>19310323
There's no way D&D failing is going to sink WotC. WotC rakes in money hand over fist because of M:tG, and that will keep it afloat. D&D makes them a few million dollars a year, Magic makes them 200 million. If anything it'll kill D&D as a brand name for a time.

And maybe that's not such a bad thing. Having tried out 5e has shown me what WoTC wants: They want to cater to the toxic fanbase that largely abandoned them for Pathfinder. It is to the detriment of the hobby that they want to cater to the groggy, vocal few. And it's a shame.
>>
>>19335228
So a fanbase who don't like a new product is toxic?

Ok.
>>
>>19334812
Because nerds think that because they are nominally male they are entitled to be stronger. And they play females as a sexual wish fulfillment so they do need lower STR to power their own fantasies or force them on female players.
>>
>>19335239
A fanbase that is opposed to *any* kind of innovation, all the way to "make spells easier to read," and that drives out new customers? Yes.
>>
File: 1338647767876.jpg-(17 KB, 272x400, rutger.jpg)
17 KB
>>19335239
The amount of raging from munchins at the release of 4e was enough to kill a Neutronium Golem. I've seen things...
>>
>>19335258
So, a fanbase that doesn't happen to share your tastes.

Right, got it.
>>
>>19335276
I think my post made it clear this is not what I mean.
>>
>>19335189

Some of the themes have balance issues, but as it is newer territory it gets a place for not working out, and it's mostly that the healer theme is really good with a you can never roll low in a system where most of your healing is from dice (4e had sine random healing but duct generally was at most 50% of the effect if you rolled high and had low hp.

Racial stuff isn't open enough for me to know if I like it, with secret weapon damage dice modifers and stay effects.

For example being human gives you nothing. Also, I think it is odd that you can't poison a dwarf ever.

I do like cutting down a situational modifers, but roll twice boots down fighting hordes of monsters.

I do it surprise as presented
>>
Our group thoroughly enjoyed our playtest sessions. Group is made up of: DM who has run games since 2e, player who loves 3.5, player whos first version was 4e and doesn't like 3.5 as much as 4e, and an old schooler who hadn't played since basic. The fact that each of these players enjoyed the rules, even with their lack of polish, is a good sign.
>>
>>19335376
Who played what class?
What happened when you were faced with 22 goblins or similar encounters?
What happened when you were faced with a single monster with crazy HP?
>>
IMO, it's pretty terrible. Fairly shocked this incarnation of the rules even got to first public playtest.

Current design blog commentary doesn't seem to recognize the feedback I care about at all.

So, I'll follow it for a few more months but doubt I will buy.
>>
>>19311183
The Fighter is super weak, you may want to take another look at that playtest. Shit, compare the Fighter's special ability with a first level cleric spell.

Everyone else's damage scales better than the Fighter to boot.
>>
>>19310323

Im a 4e fag and playtested with a pathfinder-loving pal, we both liked it very much. Not really a lot to see but what we saw left us feeling very opstimistic about the new edition. I love how the rogue isn't a "striker" or a combat monster, but WHEN he has advantage, shit, he opens up new assholes.

In general the playtest gave me the fuzzy feeling of when I started up 2e, the crunchiness of 3.x and the feeling of balance of 4e

>posting in a sticky
>>
>>19335470
Yeah. That's what bugged me most about the design blogs, Mearls was acting like the Fighter was hot shit. Sure, his numbers look good on paper but ONLY on paper. ALL of this "fighter does good damage" stuff is only in a bubble.

In our playtest, the fighter did great damage... for one round. Sometimes two rounds. At that point, he had to withdraw and hide behind someone tougher, like the cleric(s), just to avoid death while the wizard shut down the encounter. With the advantage/disadvantage rules it was even worse, especially with the kobolds. He got knocked down from fully healed to almost dead in a single round thanks to kobold advantage, simply because he's a melee character.

The Slayer thing was helpful on the damage front, but the borked armor rules + no options + glass cannon made it a very rough time for him. We were not impressed. Hell even the rogue had an easier time, and ended up doing comparable damage because he didn't have to bug out in the middle of every fight just to survive.
>>
>>19310413

Its the same thing, but healing surge was a silly name. I love 4e but it was plagued by silly names like "healing surge" and "powers"
>>
>>19335521
The Rogue does do comparable damage because he gets a second round attack which is 2d6 - 4d6 + 3 (or one of the d6's as 1d8) and he gets advantage, which massively boosts his chance to hit and crit.

The Rogue can get advantage very easily thanks to his abilities (this is another problem: races have a major effect - with this, the best Rogue choice is always a Halfling and you're hurting yourself by not playing one. On the other hand, a Halfling Defender is a stupid idea).

So he's more impressive than the fighter on the damage front. The fighter is hurt a lot by having to be in combat to get anything out of his large initially, mediocre by 3rd level damage.
>>
>>19310875

3x fixed a lot of things but fucked up a whole lot more
>>
>>19335281
Some people thought that 4e's method of 'making spells easier to read' managed to make them incredibly dull and mechanical.

So in this way, yes, you're saying that people who don't share your tastes are 'toxic customers'.

As for driving out new customers, hardly. It hasn't been a problem in the past.
>>
>>19335521
>In our playtest, the fighter did great damage... for one round. Sometimes two rounds. At that point, he had to withdraw and hide behind someone tougher, like the cleric(s), just to avoid death

Yup. Admittedly this is partially due to the (currently broken) armor rules, but at the same time; it's clear by the lack of useful non-combat abilities that the fighter is the ONLY class that is 100% combat focused, yet he's a worse tank than the cleric, a worse damage-dealer than the thief, can't control the battlefield like the wizard...

He's just all around less useful in or out of combat than the other classes
>>
>>19335813
Pretty much this.
>>
I actually don't think the playtest was all that bad. All the characters were prebuilt for what Wizards thinks players will do with the system, which probably has little or nothing to do with what will actually happen - this is the same company that balanced 3e on the assumption that people would play wizards as blasters and clerics as healbots. (I'm not familiar enough with 4e to know whether they've gotten better at that yet.) There's still some clear balance fuckups, but as long as they don't pull a Paizo and blatantly ignore all criticism that suggests changing something it could still be good.
>>
The absolute best thing I've seen for fighters was in Lamentations of the Flame Princess: fighter is the ONLY class that improves in combat ability with level gain.

The "reaver" thing where you do damage on a miss is probably the dumbest thing I've seen for fighters since vancian punching.
>>
>>19310352

What I keep hearing is "how do we playtest this, it's so unfinished."
>>
>>19336078

They have already made it clear with their Rule of Three articles that they are ignoring all serious concerns at least publicly.
>>
>>19336160
Rule of Three?

Is that a rule that only three of the main types of character classes need to be playable, and it's okay for fighters to be grossly inferior even at level 1?
>>
>>19336180
No, that's Three Pillars design, which doesn't actually say that but that's how WotC interpreted it.

Rule of Three is a regular Wizards Q&A thing. Here:
>New Rule of Three
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ro3/20120424

I'm looking for Mike Mearls feedback article, because it was pretty predictable RoT wouldn't address real concerns (it never does) so it's more damning that he ignores it in that article.

Can't find it though, will post it if I can dig up thel ink.
>>
>>19336078
4e is actually balanced based on maths and giving everyone specific niches and abilities that make them better at what they're actually supposed to do.

>but as long as they don't pull a Paizo and blatantly ignore all criticism that suggests changing something it could still be good.

From the look of the blog posts, that is EXACTLY what they're doing.
>>
>You don't see those number rise at levels 1 to 3, but we are overall toning down numerical advancement. The classes generally get more stuff to do, rather than bigger numbers. With a flatter curve, we can make monsters and characters scale much better. For instance, a 10th-level party can still take on orcs as a viable threat, they'll just fight a ton of them.

>More stuff to do = 1 extra action per day for Fighters/tons of spells for any caster

>fight a ton of them
Swarm rules are better, seriously. 18 rats rolling 36d20 to do 1 damage is horrific fucking design.
>>
>>19336200
>Three Pillars
>combat, exploration, and roleplay
Oh god. They don't understand D&D at all, do they?

"Roleplay" is not a separate thing. That thing where people fag it up, giving speeches in character, doing dumb things because "That's what my character would do." is not roleplay.

Roleplay is, outside of character creation, how you play the whole game. That's what makes it an RPG. You take the role of a character, you are given the information available to the character, and you make decisions from the character's perspective. The better the RPG, the less you are tempted to use out-of-character knowledge, and the less you're asked to make decisions about the character rather than as the character.

Once you get the idea that things like combat and exploration are not roleplaying, you stop trying to make a good RPG. You awkwardly tie some boardgames together, and encourage the players to do some awful improv acting in between.

D&D has been going further and further along this path since WotC bought it, and there's no hope in sight.
>>
>>19336343
It's more 'social' in this context, but yeah I accept your criticism of the term.

I get some 4e hate from your post though and I think you're going on a bit of a 'storygames aren't real games' bender. I hope not, because that attitude is really fucking retarded.
>>
>>19336200

Fuck that article is pathetic. I seriously hope whoever is in charge of ignoring serious concerns in this play test dies in an a fairly painless accident but all the business exec responsible for that mentality die in a horrific one somehow because that first person was the only one who could save them.
>>
>>19336354
>'storygames aren't real games'
What the hell does that even mean?
>>
weeabo
>>
>>19336417
Some insane bullshit from people who think way too much about other people having fun wrong. Go to TheRPGSite if you want an education in "storygamers". It's sort of a feud/attack on the people who used to post and design on The Forge, which is gone now.
>>
>>19336490
Anonymous, this board was infected with Jim Profit, I knew Jim Profit, Jim Profit was the enemy of us all. Anonymous: you're no Jim Profit.
>>
>>19335541
You're right, it's much better to replace that name with the name of an actual thing that has been around forever but has nothing to do with the rule now no sirree we at Wizards would never use a FOURTH EDITION word please buy our productssss...
>>
>>19336506
I don't want to lurk on another forum to get "an education in 'storygamers'". I don't want to hear about how it's some "insane bullshit" or how people who complain about it are "retarded".

I want you to use words that mean things to people who haven't been arguing with you for months and learned all of your made-up words.
>>
>>19336343

I stole that modified slightly for language to post a "raw raw fight the power" post on the WotC forums. Will report back with WotC apologist drone responses later.
>>
>>19336506
I know that Ron Edwards was a massive cunt back in the day, but isn't that taking things a bit far? The Forge hasn't really been a thing since 2006.
>>
>>19336580

>all words are made up
>most words were made up on the spot to express new ideas
>you are complaining that a that is what people are doing

deal with it
>>
>>19336343
>That thing where people fag it up, giving speeches in character, doing dumb things because "That's what my character would do." is not roleplay.
That is, by definition, roleplaying. Stop being an uneducated fucktard.
> The better the RPG, the less you are tempted to use out-of-character knowledge
Simulationism is not "the one true way to play an RPG".
>>
>>19336639
>make words up because you can't express yourself in words that other people know
>use words as if other people should understand them
>be unable to to define them
>blame others for not being able to understand you
That's how severe low-functioning autism works.
>>
>>19336727
It's not his job to educate you on the history behind a term that means something rather obvious, but he did anyways.

And then you insult him anyways.
>>
Okay, forgive me for not reading this whole thing, but I've done a search, and can't find anything:

Does anyone know what's going on with skills and training skills in this edition? Do we not train skills anymore, and just rely on ability scores purely to tell us if we succeed? Because I really liked the skill lists...
>>
>>19336834
I believe the skill system is basically 2E's first NWP system, where there's a list of stuff you can purchase that act as a small modifier to your attribute score when it comes to making checks.

It's basically the 4E system except with a smaller trained bonus and no scaling per level.
>>
Oh look, another roleplaying thread on /tg/
Oh look, it's about DnD
Hey, everyone's arguing...
Look, now they're arguing about the philosophy of roleplaying, and why "you're doing it wrong"

Oh trolls, you so funny, and you don't even realize this sticky was made to troll you.

>Is this going to be the edition that sinks WotC?
Heard it said about 3E, 3.5, and 4E. Still hasn't happened. Because WotC doesn't really give a shit about DnD. They make enough money on MtG to do whatever the fuck they want for as long as they want to do it.
>>
I think fighters 'dealing damage on a miss' is a good idea. It's just that it's terribly worded.

Think about it: you're the fighter and what you are best at is hurting people with a weapon. It's not a question of IF you hit, because you always hit. Hitting things is your trained speclity. The only question is HOW WELL you hit.

I can see there being extenuating circumstances to this ability, like facing an extremely skilled or fast opponent, but in general I think it's a nice idea.
>>
>>19336155
Well see, you play it and see what you need to change to make the game work. Then you report these changes back to WotC.
>>
>>19310875 You could play them and have fun by having a DM more mature than Gygax, but the rules and designers encouraged you be a power-tripping dick to your players.

Dude, as someone that KNEW Gary Gygax, gamed with him, and WORKED with him (take a look at legendary Adventures and you'll see my name in the credits) let me stop you right there. You, sir, know less than shit. Seriously. LESS than shit. And this "nostalgia tinted glasses" bologna... go piss up a rope already.
1st and 2nd edition were designed with a unified theme that 3.x and later seriously lack. The designers wanted to give every class their day in the sun and their role in the group. Fighters stayed relevant throughout their careers in the game, as did thieves, Magic users, clerics, everyone. As for power tripping, you seriously don't get it. Monsters were created throughout the lifetime of the game purely to create horror or challenge for the players, there were good ones and bad ones sure, but ultimately what they went for was the creation of challenge and entertainment. They didn't try and create a monster ecology. And lets be honest, there were monsters created through experimentation by mages... so sure why wouldn't they create a lifeform that sought ears? Mages protect their spells jealously back in those editions... it made sense they'd create creatures to guard their security
>>
>>19312615


4e -> fights take too long
3e -> everything takes too long.

I ran both for a long time and anything past the first few levels I for the life of me cannot comprehend the compleint.

I've only ever entire sessions for combat in one game and you wanna guess what it was? I'll give you a hint it was 3rd or 4th and it wasn't 4th.
>>
File: 1338661476406.png-(79 KB, 399x500, jerkymcjerkface.png)
79 KB
>>19336715
>>HUURRS IMULATIONSISM
no, doing the opposite of what he said is called METAGAMING you fucking retard.
>>
... why did this get stickied. I guess it has a nice OP thumbnail.

>>19337025

Oh hey, you did? Was he a cool dude like I always hear?
>>
>>19337025
Why mention Gygax and not Arneson if you really want to namedrop talent? Gygax was just the face, and not very good at what he did. Arneson was the actual brains behind everything.
>>
>>19337348
He mentioned Gygax because the guy he's responding to mentioned Gygax.
>>
>>19335639
>Some people thought that 4e's method of 'making spells easier to read' managed to make them incredibly dull and mechanical.
Then they probably hated 3e too, because 5e is EVEN MORE OBFUSCATING. Does it ruin your immersion to have a standardized line or three telling you the area, if you need an attack roll or a saving throw on hit, or the damage you deal? Is it worth all the time wasted by casters puzzling out the answer and getting it wrong?

>So in this way, yes, you're saying that people who don't share your tastes are 'toxic customers'.
Clarity is also vitally important to ease in new players, who will by far be the most hurt by that kind of shenanigans. And yes, as I wrote, I consider players who drive away new customers to be toxic (or whatever word you prefer for "it's a bad idea to cater to them").
>>
>>19335521
I haven't had a chance to try playing it yet (and I'm not entirely sure I'll get one), but I can't say the fighter even looks that good on paper. I mean, yeah, he has good damage output, but that's it. And even the damage output seems less based on any awesomeness due to being a fighter and more due to the weapon he's wielding and the theme abilities. If there's any way for another reasonably combat-oriented class to get a similar weapon and the Slayer theme, the fighter is left without very much of an edge at all in combat, and is almost certainly will be worse out of combat because they get jack shit for noncombat stuff.

And from the looks of the playtest material, it seems like we're looking at wizards being god-tier battlefield controllers too. Ray of Frost in particular looks like it'll make fights against single opponents fairly trivial unless said opponent has a ranged attack -- it hits as often as a fighter's attacks (which should ostensibly be pretty reliable), so you can just lock a foe in place pretty much indefinitely. As for group fights, wizards have always been the best at dealing with hordes, and I don't expect that to change anytime soon.
>>
>>19335141
pathfinder sells more than any other RPG, and people still play 3.5, why would anyone doubt this?
>>
>>19338261
>pathfinder sells more than any other RPG
But it doesn't? It *maybe* did for the one quarter in 4e's entire lifetime where there was no new 4e product being sold, and it probably does so now when we're in the in-between, but otherwise 4e has reigned supreme.

>people still play 3.5
That isn't in question.
>>
>>19335041

Sometimes, PCs die and they are replaced with new ones.
>>
>>19334816

>the playtest Fighter can damage on a miss

I'm okay with this
>>
Personally
>Raised on 3.5
>Prefer 2.0 & 3.5 equally
>Hate 4e with a passion

>approaching play test with cautious optimism


Personally I'm starting to feel bad for WotC, all their fans do is bitch bitch bitch. Fucking hell I HATED 4e and still HATE it with (as I said) a passion. Guess the fuck what? I stayed playing older editions. Oldfags need to stop bitching because it's not 2.0 and newfags need to stop bitching because their version of the game is like the watered down Coors light of RPGs.
>>
>>19338312
Even so, unless you're playing fantasy fucking vietnam, a campaign world is going to see a mere handful of PCs, all exceptional individuals. If it so happens that every female PC is physically stronger than every male PC, well, odds on small samples are weird like that.

What matters is the norm amongst NPCs, and guess what, the DM is in complete control of that.
>>
>>19338320
Only because of a feat. It's not actually a fighter thing.

>>19338330
>Fucking hell I HATED 4e and still HATE it with (as I said) a passion.
Why?
>>
>>19338330
I didn't have that choice because 3.5 was all anyone would play for the longest time here.

I want to see NOTHING 3.5-inspired in this game. NOTHING.
>>
>>19338345
>fantasy fucking vietnam
You mean Forgotten Realms?
>>
>>19338303
>otherwise 4e has reigned supreme.
Huge marketing campaign. Most important RPG brand. Constant promises to make it better.

That buys you a few years of decent sales before people realize you're selling them mislabeled garbage. Most of the people who bought Pathfinder also bought 4e books.

WotC didn't discontinue 4e because their sales analysts saw a bright future.
>>
>>19338427

That's the weird part. I figured the point of all this EVERYTHING NEW IS OLD AGAIN horseshit was to draw back Pathfinder players/3.x holdouts, but there's almost as little to appeal to them as there is to 4e fans, except maybe "Fighter is shit again and Wizard is the best."

If Mearls is betting everything on the OSR crowd rallying around Next as The Return of the One True D&D At Long Last, then holy shit, is he fucking delusional.
>>
>>19338518

So people bought years' worth of 4e books until they suddenly realized that they had been TRICKED and then switched to Pathfinder, savior of the REAL D&D (as defined by the version of D&D you are most familiar with, of course).

This is what you're saying, correct?
>>
>>19338638
I have no idea what that fucker is saying, I've just been told pathfinder sells more than any other RPG by the company that's doing the soon to be disastrous MMO.
>>
>>19338655
Paizo actually has a lot more PF books on the shelves because of their adventure paths, while 4e reels in profit from subscribers. It's hard to compare the two because we have no numbers of the second at all.
>>
>>19338518
Look, you make a claim, I ask for evidence, you don't get away by simply repeating the claim. To its very last day, and with the exception of one quarter, IvC2 reported more sales for 4e than PF, and that's only self-reporting brick and mortar stores, not online stores or D&D Insider. 4e is also the only RPG who's broken the New York Time bestseller list.

>WotC didn't discontinue 4e because their sales analysts saw a bright future.
Now, they did because 4e couldn't fulfil implausible promises the previous management had made to Hasbro. This is all old news.

There's this meme going around the webtubes that 4e somehow failed financially and/or PF beat it. The simple truth is, all evidence that is available to us says otherwise.
>>
>>19338432
Funny that. I really liked the part of Forgotten Realms where adventuring parties are dime-a-dozen, and around levels 3-9 you could get really interesting fights between the PC party and a similarily attributed competing adventuring party.
>>
>>19338655

It's a pretty dubious figure at best.

Pathfinder has only been the top-seller for maybe the last 2-3 quarters (although it will probably continue to do so, since no new 4e books), and only by the measure of icv2, which only polls hobby stores and doesn't measure electronic sales or Amazon or chain book stores or account for DDI.

PF is certainly doing pretty well for itself, but the WORLD'S BEST SELLING RPG claim is somewhat disingenuous.
>>
>>19338763
Not the guy you're arguing with, but I thought 4e support ending had more to do with the team screwing the pooch with essentials. And could you elaborate about these promises made to Hasbro? I keep hearing about that and I'm not entirely sure what it's about other than someone telling hasbro 4e would make impractically large sums of money.
>>
>>19338638
>So people bought years' worth of 4e books until they suddenly realized that they had been TRICKED and then switched to Pathfinder
How do you think this market works? People always know before they buy a book whether they're going to like using it? People only buy books for systems they're actively using?

People didn't buy the core books for 4e because they knew in advance that it would be a good game. They bought it because the people who owned the D&D brand said, "This is D&D from now on."

When they got the books, they said, "This kind of sucks. It doesn't seem like D&D at all. And there only seems to be about a quarter of the basic D&D content!" and WotC said, "Bear with us! We're releasing errata and if you buy the books we're putting out over the next few years, you'll be able to have things like bards and metallic dragons!"

So people went on giving them a fair chance, buying the books that were supposed to complete and fix the game, occasionally running a trial game to see if it was getting any better. It took years for them to progress from dubious to fed up, and for awareness to spread of other systems that were more D&D than 4e.
>>
>>19338810
The original plan with 4e was to make a perfect merging of the offline and the online with all kinds of character building/map tools, shit like that. They were kinda looking for the income of a good subscription MMO.

And then the lead designer of the online part committed suicide and they had to redo the whole thing. Which they fucked up.

As a result, 4e brought in a lot less than Hasbro was expecting.
>>
File: 1338673362741.jpg-(34 KB, 800x800, Slowpoke Beholder.jpg)
34 KB
>>19338810
http://www.enworld.org/forum/news/315975-wizards-coast-dungeons-dragons-insider-d-d-4th-edition-hasb
ro-some-history.html

It's also why people are saying a 5e failure is very likely to lead to the end of D&D as an active TTRPG.
>>
>"This kind of sucks. It doesn't seem like D&D at all. And there only seems to be about a quarter of the basic D&D content!"

You are so full of shit. Quarter of the original content? Seriously? Where the fuck did that come from?
>>
>>19338845
It's a nice story, but there is no evidence to support it.
>>
>>19338900
They sprinkled usual D&D core content like bards and metallic dragons through multiple volumes and filled pages with lame "new in 4e original content do not steal!" and space-wasting powerpoint-formatted "Level 1 fighter daily: hit hard", "Level 4 fighter daily: hit really hard", "Level 9 fighter daily: hit super duper hard".

They took up a lot of pages in the PHB with magic items and printed a DMG that didn't really have anything essential in it.

It was a big complaint when 4e was new just how little there was, and how much of it was obvious filler.
>>
>>19339092
>fuck original content
>fuck fighter powers
I want to believe that you're just a troll, but I *know* there are real people who think like you. It's just sad.
>>
>>19339092
So it's missing... bard and monk out of the "original" classes (original in quotes because since when was bard and monk original? 3.5?) and has way more "spells" in the form of powers but you consider them duplicates (and if you think that's wasting space I have no idea what you would actually say about 3.5 format for spells with up to 9 different versions).

So that's still like... 3/4th, the missing parts replaced by actual cool stuff like the Warlord.
>>
>>19339092
>space-wasting powerpoint-formatted "Level 1 fighter daily: hit hard", "Level 4 fighter daily: hit really hard", "Level 9 fighter daily: hit super duper hard".
You don't get to make that kind of judgment. That material is there to support playing a certain type of Fighter and it does its job. By definition, it's not page-wasting at all.

Second, unlike 3E, 4E's core material was by and large good and it was *worth* waiting on things like the Bard and the Barbarian to get polished up.
>>
>Is this going to be the edition that sinks WotC?
>implying D&D is the only game WotC makes
>>
Why the fuck is this Edition not just Second edition with shiny new art and THAC0 explained?
>>
Why is this a sticky?
>>
>>19339236
Yeah, I think about twenty people have made this comment by now. Yay for stickies!

>>19339092
>space-wasting powerpoint-formatted "Level 1 fighter daily: hit hard"", "Level 4 fighter daily: hit really hard", "Level 9 fighter daily: hit super duper hard".
Indeed, I think we should all follow the lead of glorious market leader Pathfinder instead.

>Greater Vital Strike (Combat)
>You can make a single attack that deals incredible damage.
>Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
>Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
>>
>>19339136
Come on. You have to be aware that the daily/encounter power thing was at least partly motivated by how easy it is to fill space without actually adding anything new.

It's mostly just arbitrary combinations of things like "do damage", "inflict a status ailment", "move", "use a healing surge", "get a bonus", "damage has X type", etc. And never any bloody reason for why you learn to do something, and later you can't do it anymore, except that your Pokemon can only learn 4 moves and learning one thing pushes another out.

That's combinatorics not genuine creative content.
>>
>>19339423
>And never any bloody reason for why you learn to do something, and later you can't do it anymore
A) 4E is a game first and foremost.
B) You're an idiot for thinking that combat has each combatant performing at their peak until the very end. That's not how it works.
>>
>>19339456
He means that you can only have a number of encounter/daily powers at a time, not everything you have picked.

There are retrain options though so it's kindof not a really good point?
>>
>>19339306
1st edition was better balanced.

5e should have the combat stats of 1st edition, the settings of 2nd edition, and use something as simplified as the d20 system for attack rolls and saving throws.

No fucking feats. No prestige classes. No "reimaginings". Only fuck with AD&D to streamline gameplay and to expand the available settings and modules.
>>
>>19339498
>There are retrain options though so it's kindof not a really good point?
Yeah, it fixes everything that when it puts your fighter in a position of going, "Boy, I really wish that when I leveled up, I hadn't chosen to forget that skill. It was much more useful than this new one." he can take some time off for training and forget his new "advanced" skill so he can relearn his old trick.

There's nothing unsatisfying about a skill system that works that way.
>>
>>19339423
>You have to be aware that the daily/encounter power thing was at least partly motivated by how easy it is to fill space without actually adding anything new.
As opposed to... 3e-style feats, spells and class features? Those things with no restriction on what they could do, no well-defined purpose, practically nothing in the way of balance, and written in such a way that they're hard to compare to notice similarities or imbalances? Newsflash: these are A LOT easier to pump out.

>And never any bloody reason for why you learn to do something, and later you can't do it anymore
It was all over the 4e design articles, not the shameful secret you make it out to be. Too much options bloat character sheets, slows combat down and makes it less fun. In fact, one of the failings of 4e is that they didn't limit the number of powers ENOUGH when you get to high paragon/epic.
>>
>>19339565
There's even less satisfaction in a system that deliberately lies to you to try to make something terrible look good, then laughs in your face when you pick it because it appears legitimate.

AD&D didn't do that.
>>
>>19339456
I think by "Later you can't do it anymore," he meant that in 4e, you get to a certain level and then start retraining abilities for higher level ones. Maybe your Level 1 Daily Power let you teleport, and then at level 13 or whatever it is, you retrained that level 1 to a level 13 power that isn't at all similar. Suddenly, your character forgot how to teleport? What the fuck? Why?

But even at a small scale, your character might be a sorcerer with Level 3 Fireball and Level 11 Gigantic Fireball of Doom, and it doesn't make sense that you can only cast one Fireball when you can still cast Fireball of Doom, Vancian Magic not withstanding (don't get me started on Vancian magic).

Most of the 4e spells seem like random combinations of effects and riders balanced (poorly) by a base damage. d12 pure damage spells, d10 crappy rider, d8 decent rider, d6 awesome effect... I could write a script to randomly generate 4e spells... Wizards probably already has, and they give spells to classes that don't make sense.
>>
>>19339456
There are plenty of good, reasonable ways to model fatigue.

4e's daily/encounter system is not one of them. People don't get tired that specifically.
>>
File: 1338676814528.jpg-(33 KB, 399x400, morganironwolf 2.jpg)
33 KB
>>19334816
>Meanwhile, the retarded assholes this game is apparently made for are screaming in bloody rage because the playtest Fighter can damage on a miss.
See, I think that 4e has merit and most of what I've seen of 5e looks promising, but I'm not a fan of damaging on a miss. At least not all the time. If it's a once-in-a-while sort of thing, that's fine. But I don't like the idea that there is no way to be ineffective with a sword blow. It's one level of abstraction I'm just not comfortable with. I don't want it to be like: "I lunge forward and slash with my sword... and miss. I do four damage."
>>
>>19339598

The new argument is that 4e's powers system gives the players narrative control, allowing them to dictate such and such.

I find it is a weak one, considering spells, which are basically the same thing. Hell anything a PC do is technically narrative power - from the action->result format.
>>
>>19339672
how about this
>I lounge foward with my sword, and... BARELY miss. $ damage
>>
>>19339698
>I lounge foward with my sword, and... BARELY miss. $ damage
Completely unrealistic. I always lounge back. Lounging forward completely defeats the purpose of lounging.
>>
>>19339698
>>I lounge foward with my sword, and... BARELY miss. $ damage
Sounds like you're playing a Level @ Rouge.
>>
I dislike damage on miss for a different reason: guaranteeing damage against enemies means that the only thing that will make enemies last is having large health pools. Nothing puts me to sleep faster than D&D 4e's combat using official rules and monsters. They all have ten thousand health and the players hit them almost every time. Miss Half Damage is more or less the same thing.
>>
>>19339597
>Most of the 4e spells seem like random combinations of effects and riders balanced (poorly) by a base damage. d12 pure damage spells, d10 crappy rider, d8 decent rider, d6 awesome effect... I could write a script to randomly generate 4e spells...
What is your goal here? You know you're not fooling anyone who has access to the 4e books.
>>
>>19339598
>There are plenty of good, reasonable ways to model fatigue.
I'm sure, but the power system is primarily a way to create good, varying gameplay, not to simulate fatigue.
>>
>>19339717

I dunno, I like to lounge forward sometimes. Lounging on your back is just boring.
>>
>>19339768

That's the crux. As long as we admit that 4e is geared towards fun gamism, rather than simulationism, there should be no problem with the powers system - it's like a vidya. We like vidya, do we not?
>>
>>19339672

I can see her nipples through her chainmail. Fuck this shitty art.
>>
>>19339672
Are you bearing in mind that:

- a combat round where everyone takes a single attack action represents anywhere between ten seconds and a minute in terms of the narrative?

- hit points are the most abstract of abstractions that ever abstracted, and doing 3hp on a "miss" can mean anything from your target just barely parrying what could have been a nasty wound to a series of strikes that accomplish nothing but maybe make your opponent a little more tired.

- In a lot of circumstances doing a couple of HP with your sole action that round IS being ineffective.
>>
>>19339732
>I dislike damage on miss for a different reason: guaranteeing damage against enemies means that the only thing that will make enemies last is having large health pools.
It's not like (non-minion) enemies have 3 HP. All the ability does is slightly higher average DPR and slightly lower variance. It doesn't reduce average combat length any more than just giving the fighter more damage.
>>
>>19339768
>>>defence of expenditure of martial dailies and encounter powers as effects of fatigue
>>objection that fatigue doesn't work that way
>dismissive assertion that dailies and encounter powers have nothing to do with fatigue
Ah... the joys of attempting rational discussion with 4rries.
>>
>>19339732
I don't understand your reasoning here. So combat in 4e takes too long, that's fine, I even agree, but letting players do more damage or even just similar damage more consistently necessarily means they have to inflate monster hp to keep combats the same length, which most people agree was too long?
>>
>>19339698
>lounge foward
>$ damage
>my sides

this thread has made me laugh. Therefore, it's a good thread
>>
>>19339687
I don't know about "new", I heard it first before 4e release. It's more of a rationalization than an argument since it's evidently not what the designers thought when they made the AWED, but it kinda works.

>Hell anything a PC do is technically narrative power - from the action->result format.
True, but encounters/dailies give players *more* narrative power. Think of it as choosing when you'll get a crit instead of rolling the dice.
>>
>>19339820
I'm not >>19339456, although even they said "4E is a game first and foremost." To me it's quite obvious that powers exist entirely because they make for good gameplay, although there are ways (fatigue, narrative control) to rationalize their existence to some extent if that bothers you.
>>
>>19339808

No, it is clearly stated as 6 seconds of narrative.
>>
>>19339910
"About" six seconds actually. There clearly are rounds that last longer than others, because the actions you can take don't all take the exact same time. It's an approximation.
>>
>>19339315
Mod hates us. More accurately, they decided to keep D&D 5e from overrunning the board in the worst way possible, by stickying an obvious troll thread.
>>
>>19339315
Maybe we could all report this post and that'll send a message.
>>
>>19339910
Darn it you're right, it was AD&D that had the one-minute combat rounds, which at least made mages being able to work a different world-changing magic every round seem a bit more reasonable. But it comes to the same thing, even at six seconds a single attack action is obviously not one stroke of a sword.

The issue isn't that a skilled fighter with the right build is able to count on having at least a little effect every round, it's that by default most characters have about a 40% chance of accomplishing nothing whatsoever when they're intermittently allowed to try and do something.
>>
I fear Themes will be just a corruption of feats.

It should really be just the new backbone, half of 4e's systems (the balanced ones, less powers) and customization/modules.
>>
>>19340094
I'd be much more willing to get behind modules if we had actually SEEN one. Or at least got a good design article about what they should look like and how they interact with the core, splat books and each other.
>>
>>19339905
>To me it's quite obvious that powers exist entirely because they make for good gameplay
...and if you don't agree that they make for good gameplay?

Really, for all the complaints about 4e, the real killer has been its lousy gameplay. Combat takes too long and is too repetitive and formulaic, you never feel like your characters are in any real danger, and there aren't really any difficult decisions to make.

You follow a simple recipe, and with much rolling of dice, you arrive at the inevitable outcome. Hurrah for the party! We took another step on the staircase laid out for us! We are winners at the winning game!
>>
>>19340094
Themes are explicitly a set of related feats. You can forego a theme and just pick feats like old editions if you want.
>>
>>19340193
>...and if you don't agree that they make for good gameplay?
Then it's a different topic entirely. Let me rephrase that so you don't jump at the wrong part: to me it's quite obvious that powers exist entirely because the designers of 4e believed they make for good gameplay.


Although I personally agree with them.

>Combat takes too long
This was true, and steps have been taken to improve it.
>and is too repetitive and formulaic [] there aren't really any difficult decisions to make.
This I can't agree with however. Monsters and environments are diverse, and each require a different use of powers to defeat, while daily powers (which tend to have the most dramatic effects) are only used some of the encounters.
>you never feel like your characters are in any real danger
I can't agree with this either. One of the successes of 4e, in my opinion, is the way they made HP an encounter resource and allowed characters constantly hover at the brink of unconsciousness. In contrast, 3e was balanced around having enough HP that a single encounter couldn't possibly kill you, only eat up a few of your daily HP reserve (although that balance was wonky in practice).
>>
Just briefly skimming through this abortion of a thread, I see that absolutely nothing has fucking changed. Second Edition neckbeards are STILL screaming and whining because the current edition isn't Second Edition, Fourth Edition faggots are screaming and whining because it's not Fourth Edition, and Third Edition faggots are... well, they're just acting like normal human beings, because once the bitter old nostalgia fags broke for 2E, and the hyper undermedicated vidya generation children broke for 4E, all you've got left is the sane people who, no matter what edition they prefer to play, still speak of 3.X as if it was a game and not the Great Satan. Because, you know, they're not lunatic cunts.

This has absolutely nothing to do with comparative quality of editions, and everything to do with bitter, asperger-afflicted asswipes who cannot fucking fathom that different people have different preferences, and that just because they don't like something doesn't mean it's also unsuitable for every human being who draws breath. And these moron's voices dominate the thread because the sane people don't care enough to speak up, most times.

This thread is a core sample of the cancerous rot that afflicts tabletop gaming - the anti-social fuckwads who will forever chase away more well-adjusted people and keep our hobby in the basement realm of the CHUDs.
>>
>>19340298
Though I agree with what you say, the way you say it makes you look like a goddamn chode. Work on that.

Also, there are plenty of sane and reasonable people who play 2e or 4e or any other fucking edition/game, and they're just not in this thread because they're either enjoying themselves or just don't fucking care.
>>
>>19340298
>Sweeping generalizations
>>
>>19340298
And these bitter, asperger-afflicted asswipes? Of course, they're the people that prefer different iterations of your favourite game, not the gentlemen of taste and discernment that share your preferences.
>>
>>19340275
>it's quite obvious that powers exist entirely because the designers of 4e believed they make for good gameplay
...and did not care in the slightest that they threw the core concept of RPGing out the window and shifted the player to making decisions as a player trying to win an arbitrary board game, rather than making decisions from the perspective of the character they're supposed to be playing and having the rules and DM determine the consequences.
>>
>>19340298
I agree with your conclusion, even if you're most definitely in the same group as the people you mock.

This is why D&D should focus its efforts on acquiring new players, and why its designers should care more about good game design than pandering to an ageing, unpleasable, toxic fanbase. Of course it's the opposite of what they're currently doing.
>>
>>19340343
jesus christ you actually, seriously believe this, don't you?
>>
>>19340275

The numbers are right there in the DMG for 3.5; the game designers were perfectly blunt about disclosing the "background" mechanics. Players need 13.33 encounters at their CR to level up, and each combat encounter near their CR should, ideally, drain 20% of their resources, so they can fight five encounters before having to rest and re-arm, so to speak. Resource management took a longer view in 3.5, which, in the end, was just updated 2E. Dungeons in 2E - and 3.X - were usually wars of attrition. You COULD go for the "huge, climatic battle," but that'd obviously be a special situation.

4E changed the entire dynamic with "encounter powers" and such - you basically entered EVERY fight with your full potential, the danger was balanced against that, and after it ended, you effectively got a "rest" and a reset to your maximum resource capacity. Even Healing Surges are a component of this: in 3.X you'd buy X number of healing potions in town, then try to ration them throughout the dungeon as best you could. Not so in 4E, it's a series of full-out fights.

Better or worse? Depends ENTIRELY on what kind of gameplay you like. I like gritty, dangerous attrition games; but I also have a habit of hoarding fuck-tons of powerful, disposable weapons in any vidya I play that I never use, just in case there's an even BIGGER baddie around the next corner. So, yeah.
>>
>>19340193
All of that is a failing of your DM because the framework of 4E gives you a much, MUCH stronger ability to make memorable encounters than 3E's did without lots of supplementary material. This is barely even arguable; so much of 3E's mechanics were unusably terrible and so many characters had no options in a fight thanks to a combination of limited actions available and 3E's failure of a skill system that you *had* to rely on casters to provide something interesting.
>>19340343
>and did not care in the slightest that they threw the core concept of RPGing out the window...making decisions from the perspective of the character they're supposed to be playing and having the rules and DM determine the consequences.
This is not the core concept of an RPG. That's the core concept of one branch of RPG design.
>>
>>19340343
This is not a new thing.

The goal of a character in a battle is to use their fighting tricks to win that fight.

And if you're going to complain about *D&D* being combat-heavy, well...
>>
>>19340323
>Also, there are plenty of sane and reasonable people who play 2e or 4e or any other fucking edition/game

I LITERALLY JUST SAID THE SAME FUCKING THING:

>all you've got left is the sane people who, no matter what edition they prefer to play

>no matter what edition they prefer to play

Learn to read, you god-damned chode.
>>
>>19340370
Yes, that's what I mean, although you put it more clearly and in more details.
>>
>>19340370
4E is actually more of a war of attrition with fights that often aren't dangerous enough to threaten you in any sense except that they take resources away from future fights; healing surges place a strict limit on how long you can go, as do dailies - and unlike in 3E, there's no way to circumvent limitations on either of those.
>>
>>19340379
>HUEHUEHUE NO OPTIONS

This is what faggots actually believe. You had a fuck-ton of options in 3.X. Only thing was, lots of players were just too lazy to fucking use 'em.

For instance, grapple rules. Grapple rules in 3.X are not hard - and there's a TON of shit you can do in a grapple to beat the shit out of thine enemy. Aside from that, there's disarming, tripping, sundering, all the fancy fighter bonus feats, and that's before you get into the splatbooks which were just "eleventy billion new trick-feats." But many times - especially with something like grapple - players would just avoid it because GRAPPLE RULES ARE HAAAARD BAAAAW. I've witnessed this personally. I've personally kicked my players asses with NPC's who actually use things like Bull Rush or Overrun or disarming, and are built for the technique.

4E tried to avoid this by applying the "spell" template to all classes; i.e. a universal system of abilities, rather then the many-tiered, many-faceted abilities in 3.X. (Extraordinary, Supernatural, Spell-Like, etc.) This reduction of variables made it easier to balance and made it easier for players to just USE all the options they had available, instead of wading through feat-trees and the like. Also, things DM's were doing ALREADY (like Minions - what DM tracks the 4HP of EVERY SINGLE GOBLIN!?) and things became much smoother.

The big issue, as some guy a few posts up is griping about, is that the attrition-less series of full-out mini-combats dispensed with the last "realistic", gritty representations of resource consumption via attrition, so 4E feels... well, very, very meta. Hence all the "baaw wargame" comparisons.
>>
>>19340370
>4E changed the entire dynamic with "encounter powers" and such - you basically entered EVERY fight with your full potential, the danger was balanced against that, and after it ended, you effectively got a "rest" and a reset to your maximum resource capacity. Even Healing Surges are a component of this: in 3.X you'd buy X number of healing potions in town, then try to ration them throughout the dungeon as best you could. Not so in 4E, it's a series of full-out fights.

How the fuck can you mention healing surges in the same breath as asserting that you enter every fight in 4e with your full potential? Healing surges are exactly what gives 4e a resource management aspect that 3e was mostly lacking, because RAW past a certain level you could buy as many healing potions and wands as you'd possibly need.

You're also ignoring daily power completely, though I personally think they're dumb and would much rather everyone's powers reset after each encounter.
>>
>>19339815
See that's the problem: smoothed out variance. Combat takes a long time because there's little to no chance that something awesome, interesting, and fun will happen to cause a monster or player to take a LOT of damage in one turn... or none. Even criticals have been smoothed out. Combat in 4e tends to take exactly as many turns as the average damage output of your party per turn, and rarely varies at all because "missing isn't fun," and other such tripe. We don't need to bring back Save or Die spells, but if you're not going to have randomness and variance, why even roll dice?
>>
File: 1338681491735.jpg-(7 KB, 214x214, 1330065014813.jpg)
7 KB
>>19340474
>4E is actually more of a war of attrition with fights that often aren't dangerous enough to threaten you in any sense except that they take resources away from future fights

An interesting point; it's been found that single PC death is less likely in 4E, (absence of save-or-dies,) but total party kills are MUCH more likely; because anything that can waste one character will probably be able to waste them ALL. And because of the co-op party dynamic (always a Thing in D&D, to one extent or another: very Tolkien, the classic four-man party is Fighter, Thief (Bilbo hurdurr) Cleric, Wizard,) if one man drops, the rest are weakened exponentially.
>>
>>19340496
>players would just avoid it because GRAPPLE RULES ARE HAAAARD BAAAAW.
No, many players avoid it because it doesn't have returns strong enough to make it better than just full attacking and it still boils down to a boring flowchart playstyle.

Second, every single combat maneuver has a hard counter, and due to the nature of the feat system, you are not able to build around more than one maneuver until the levels at which all of them are useless, anyways. Disarming shouldn't work at all because of the existence of locking gauntlets, a cheap item that prevents ANY disarm attempt made on you for no drawback.
>>
>>19340510
You're extrapolating a lot about the whole design of the game from the minor benefit of one character being able to do a bit of damage on failed attack rolls.
>>
>>19340364
Yes.

You shouldn't have to do anything in an RPG except play your role, make in-character decisions with in-character knowledge. If your DM wants to do all of the dice-rolling and paperwork himself, and never let you see a rule or a number, the game should work just as well or better.

That's RPGing. If you hit combat and you suddenly stop RPGing, and instead play a boardgame that's heavily reliant on out-of-character stuff, it's a hybrid game.

While using out-of-character knowledge has always been an issue with D&D, 4e is the first game where you can't avoid it.

Dailies and encounter powers aren't there because there's any reason the actual character would only be able to do something once per day or once per fight, they're just there for the player, and they force him out of the character's perspective to make key decisions.

That's a major break from the TYPE OF GAME that D&D has always been.
>>
>>19340597
>That's a major break from the TYPE OF GAME that D&D has always been.

You're deluding yourself. There are games that do what you claim to want, and D&D has never been one of them.
>>
>>19340597
>You shouldn't have to do anything in an RPG except play your role,
This is your *opinion*, and not objective truth on what an RPG is.
>If your DM wants to do all of the dice-rolling and paperwork himself, and never let you see a rule or a number, the game should work just as well or better.
This is not how RPGs work because you are completely unaware of your capabilities. That is, by definition, something that breaks immersion and prevents the game from working as smoothly as it should, and it's just as much a problem in 3E as you claim it is in 4E.
>>
>>19340496
You had a fuck-ton of options if you were a spellcaster. Otherwise, you had half-a-dozen options that were almost always a terrible idea unless you focused on them during character creation and made a one-trick pony (and then you're useless against entire categories of enemies).

>Grapple rules in 3.X are not hard
Dude what? How can you possibly say that with a straight face? They're a two-page mess full of simulationist crap and trap options. And yes, they're also a bad idea unless you got Improved Grapple or you managed to close in on a medium-sized spellcaster.
>disarming, tripping, sundering, bull rush
All terrible ideas unless it's your one trick (and only trip is versatile enough to make that worth the costs). Free AoO, low chances of success, do no damage and usually cause very little annoyance to the enemy.

4e also did special and improvised attacks, and while they're still usually not as good as powers, they're at least *worth trying* in the right circumstances.

>(Extraordinary, Supernatural, Spell-Like, etc.)
You know that this classification is just a way to decide what anti-magic zones affect, right? "Many-tiered, many-faceted" my ass.

>4e: attrition-less
But that's wrong.

>dispensed with the last "realistic", gritty representations of resource consumption
What, HP? They're a joke in 3e once you're beyond lower levels. They're ALSO an encounter resource; the only difference is that you need system mastery to realize it, and that unlike 4e there is no resource above HP to limit the amount of healing per day.
>>
>>19340510
>Combat takes a long time because there's little to no chance that something awesome, interesting, and fun will happen to cause a monster or player to take a LOT of damage in one turn... or none.

>Combat takes a long time because there's little to no chance that something will make combat end faster... or slower.
Also, we're talking 3 damage on a miss vs 2d6+7 damage on a hit and 19 damage on a crit here. Stop the "little to no chance" bullshit.

>Combat in 4e tends to take exactly as many turns as the average damage output of your party per turn, and rarely varies at all because "missing isn't fun,"
No they don't, luck on the dice is still a large factor. And yes, missing isn't fun - why the scare quotes? But 4e doesn't do all that much to diminish the penalty of missing. It's still very much a binary pass-fail system.
>>
>>19340647
It's the core concept of an RPG: you play the game by playing your role. You make decisions for your character, not about your character. You choose to search the statue, you don't choose to search the statue and choose that there will be a trap and choose that there will also be treasure. You choose to engage an opponent in combat, you don't choose that you will have an opening for an especially forceful blow which knocks him prone.

This is what "RPG" meant when the term was introduced. Some confusion has been created by calling various sorts of collaborative storytelling games "RPGs" and by applying the "RPG" label casually to any video games which took inspiration from D&D.

You can reasonably argue that the accepted meaning of "RPG" has shifted by this persistent misuse, but not that there isn't a valid distinction to be made between them and "RPG" in its original sense, or that 4e is not a fundamentally different type of game based on entirely different principles of play.
>>
>>19340752
>You choose to engage an opponent in combat, you don't choose that you will have an opening for an especially forceful blow which knocks him prone.

Just FYI, there are actually narrative games where you CAN do things like this. Some of them are quite good.
>>
>>19340762
>>Some confusion has been created by calling various sorts of collaborative storytelling games "RPGs"
>>
>>19340538
Since Leader is a thing, healing is a minor action and 4e uses the "heal from 0 and not from -X" rule, as long as it's not the leader that's been dropped, it's quite common for one character to drop and then come back and the fight is still won.
>>
>>19340597
Real people don't have hit points either. They can tell when they're near death, but they don't go into a fight thinking "I can take six or seven hits from an opponent of equal skill". Hit points are out-of-character knowledge.
>>
>>19340752
>It's the core concept of an RPG: you play the game by playing your role.
This isn't in doubt, but the rest of what you're saying *does not follow*. Multiple abstractions, including combat, wouldn't exist at all under your definition, as you don't actually make choices about how to fight.
>>
>>19340597
>While using out-of-character knowledge has always been an issue with D&D, 4e is the first game where you can't avoid it.
What, because of powers? 3e gives most classes a daily resource or three, often just as hard to rationalize. "Sorry, I can't do a stunning strikes, I'm all out of, uh, Ki. I can quivering palm just fine though, but only once."
>>
>>19340776
>>out-of-character knowledge has always been an issue with D&D
>>
File: 1338683157240.jpg-(135 KB, 720x480, gary-gygax.jpg)
135 KB
If you want a picture of the future of D&D, imagine Gary Gygax tearing up a character sheet — forever.
>>
>>19340570
>Disarming shouldn't work at all because of the existence of locking gauntlets

HAHAHAHAHAHA oh you poor fucking fool. My players got tired of my disarm-specialist NPC, and after they finally beat him, they all bought locking gauntlets.

Enter Lord Sunder.

And... the sunderlings.

Funny thing about locked gauntlets? Once a weapon's locked in 'em, it's hard as fuck to get them OUT. Even if that weapon's shattered and useless. Didja take Ambidexterity? TOO BAD, BITCH!

>ALWAYS FULL ATTACK

Every feat has a specific application. Like, Power Attack. That's for hitting things with low AC but high HP (like Carrion Crawlers.) What with unlimited bonus feats, a vanilla fighter accumulates a fuckload of those over time. But since they preclude a full-attack, they're best used with high-mobility tactics where you can't do a full attack anyways, and this is best done with a Wizard using dem magicks to get Baddie B in the horrible rape zone of Fighter A. In other words, teamwork.

This is something else D&D players tend to be shit at.
>>
File: 1338683328983.jpg-(99 KB, 220x330, sotc.jpg)
99 KB
>>19340765
You don't get to impose a definition that is distinct from the universally-used one.
>>
Yesterday I posted a thread asking what good mechanics are unique to 3e. There was not one answer given. Not a one.
>>
>>19340859
>Once a weapon's locked in 'em, it's hard as fuck to get them OUT.
Are you serious?
>Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.
It's one round and casters assrape anyone who's trying to do stupid shit like sundering.
>Like, Power Attack. That's for hitting things with low AC but high HP (like Carrion Crawlers.)
Actually, Power Attack is for doing extra damage on something after your party sets it up, as Wizards are rather good at doing.
>and this is best done with a Wizard using dem magicks to get Baddie B in the horrible rape zone of Fighter A. In other words, teamwork.
This means that the Fighter is reliant on the Wizard to do his job at all. The inverse isn't true.
>>
>>19340859
>Enter Lord Sunder.
An NPC you could afford to make because you know exactly who and what your PCs are and that's all your NPC will fight for its brief lifespan. But it's not a viable build for PCs and it's not a viable strategy if you don't have the build.

>What with unlimited bonus feats, a vanilla fighter accumulates a fuckload of those over time.
And he needs to plan forward and spend them very very cautiously, or he'll fall behind monster progression even faster.

It appears you know shit about the math behind your own edition.
>>
>>19340864
The loose definition you prefer is hardly "universally-used", and the strict definition I prefer is the original. Besides, I wasn't just arguing that "RPG" should be reserved to games actually based on roleplaying.

I was making the point that this "players making narrative decisions" had no part in D&D prior to 4e, which makes it a fundamentally different type of game.
>>
>>19340964
>I was making the point that this "players making narrative decisions" had no part in D&D prior to 4e

Eberron. Action Points. Quite obviously a narrative mechanic, designed to let the players have some control over random circumstance rather than representing any sort of in-character decision.
>>
>>19340964
I was making the point that this "players mechanically customizing their characters" had no part in D&D prior to 2e, which makes it a fundamentally different type of game.
>>
>>19340964
But it doesn't make it a fundamentally different type of game, as unlike a strictly narrativist game like Spirit of the Century, the player's power over the narrative is *not* the crux of the game.
>>
>>19340994
Point. Even so, it's not in the core rules.
>>
>>19340964
>The loose definition you prefer is hardly "universally-used"
No, I'm pretty sure everyone but you calls FATE and other narrativist games "roleplaying games".

>I was making the point that this "players making narrative decisions" had no part in D&D prior to 4e
And that has been soundly refuted by many other posters so I won't even touch it.
>>
>>19341039
Barbarian rage (inb4 "my barbarian is tired so he knows he can pull off exactly three more rages today"). Bard music. Cleric turn. Druidic wild shape. Monk's wholeness of body, quivering palm, empty body, stunning fist (also available to anyone who takes the feat). Paladin's smite, turn and lay on hand. Rogue's defensive roll.

All of these things have a limited amount of uses per day. Often with no real justification. Many are used as resource to power other abilities in 3e splats. Often the characters cannot be expected to know the exact number. Yet players still make tactical decisions based on them, decisions that their characters could not make.

I could also talk about DCs and Take 10, or HP management, or purchasing magic items to get the perfect character math, or spending XP as a resource, but I think I've made my point.
>>
>>19341026
D&D prior to 4e (and Eberron, apparently): you make decisions for your character, sometimes abusing out-of-character information, and the dice, rules, and DM decide the outcome.

4e: in addition to making decisions for your character, you are required to make decisions about what's going on around your character and the outcomes of his actions, which can only be made with out-of-character knowledge.

The fundamental concept of D&D, of RPGs as originally envisaged, is that the players play the game entirely by playing the role. The player's only interface to the game world is through his character's brain. He has no power to affect events surrounding his character, but only to control the character's decisions.

That's such a basic part of the game, you can't change it without changing the game's nature.
>>
>>19341198
>That's such a basic part of the game, you can't change it without changing the game's nature.
It may be philosophically different - if you assume that some powers are narrative control over opportunities your enemies give you, which no-one but RPG theorists does - but the gameplay is exactly the same as with Vancian magic or paladin's smites. Players don't even notice. The "nature of the game" is the same.
>>
>>19341198
That shit really started with Dragonlance. The worst setting.

The primary reason in which characters even entered Castle Greyhawk was the pursuit of wealth and magic items. Twenty years later I get yelled at by players when I even suggest that not every campaign has to have meaning or a story planned out. As if story and roleplaying are entirely dependent on the DM's writing/and or bullshitting ability to narrate things.
>>
>>19341262
Isn't that contradictory? You're saying that Castle Grewhawk had no real meaning or story beyond the pursuit of wealth, and that leads to players who EXPECT a planned story?
>>
>>19341262
>That shit really started with Dragonlance.
Are you sure it didn't start with fantasy fiction? I'm pretty sure that's what it started with.
>>
>>19341192
>All of these things have a limited amount of uses per day. Often with no real justification.
I think you mean "no specific justification given". There's a blanket justification that these are mystical abilities which operate according to known rules.

(with the possible exception of the "rogue's defensive roll", which I haven't heard of -- I'm not terribly familiar with WotC versions of D&D, and know that a lot of the bad ideas that ruined 4e started in 3 or 3.5)

>Often the characters cannot be expected to know the exact number.
This is never stated or implied in any of the rulebooks I've seen, and I've never seen anyone play one of these characters as if the limits on their abilities weren't things they knew and could talk about.

More importantly, none of these abilities are things that the character wouldn't reasonably have control over and be able to consciously exercise. There are powers in 4e that the character couldn't even know about.
>>
>>19341285
Uh... no.

The primary motivation for characters to adventure was the pursuit of wealth in the earliest versions of D&D. The story came out because the setting is full of evil wizards, dangerous tombs and other challenges and distractions.

Things change, inspirations change, but even then D&D wasn't played in a story arc and done like it is today. A character could last years, tens of campaigns under his belt. Then things started to change, the setting Dragonlance came out and instead of a world to conquer, you had a setting entirely dedicated to the fight against evil.

This is when the game shied away from having characters to play, to having stories to tell. Characters were no longer your investment and motivation in the game since your character was only ever relevant in the campaign you were playing since they were only played in that campaign. The setting itself isn't at fault for this, it just sucked.
>>
I find it funny that by the REAL RPG poster one's PC is an automaton unable to process its own environment and interact with it. Mechanically, that was having Wis 0, right?
>>
>>19341348
>I think you mean "no specific justification given". There's a blanket justification that these are mystical abilities

No, that is false. Stunning Fist and Barbarian Rage are both Extraordinary abilities, not Supernatural ones. Stunning Fist is a perfect example of what he is talking about, it represents the player knowing how to hit an opponent such that the opponent is stunned by the attack, but even though he knows how to do it, he can only succeed at it a few times per day. The character should, sensibly, be able to do it at any time because it is a purely physical action that he knows how to do, but the play is the one who chooses when situations align such that it could actually work, and can only do it a few times per day.
>>
>>19341256
>Players don't even notice.
I think you mean, "The kind of player who stuck with 4e and was happy with it doesn't even notice."

I would respond:
1) they're a minority, and
2) there's something wrong with their brains.
>>
File: 1338686743914.jpg-(163 KB, 623x389, mother may i.jpg)
163 KB
>>
>>19341411

*it represents the CHARACTER knowing how to hit an opponent yada yada yada

I hate when I misplace words.
>>
>>19341416
You're going to have to provide a source for both claims.
>>
>playing Dungeons and Dragons
>not playing Fantasy Craft
>2012
>>
>>19341416
>People don't like what I like so something must be wrong with them
No, Anon I think something might be wrong with you. Especially since you are arguing that you are using a"universal" definition of a word against multiple people
>>
>>19341498
Does Fantasy Craft have a fun and well-balanced strategic combat minigame? Preferably with a grid, though that's negotiable.

There really is no game other than 4e and kind-of WHFRP that does Final-Fantasy-Tactics-on-tabletop well.
>>
>>19341498

That might have to do with how FantasyCraft is a sack of shit. But that's beside the point, feel free to extol the virtues of your game, right alongside the gurpsfags and the indie gamers and the freeformers. The thread can't possibly get any more pointless, so it can't do any harm.

Alternatively, fuck off.
>>
>>19341411
Whether you label them "Supernatural" or "Extraordinary", it's still implied that they're things that can't be done by real people in the real world, and therefore work according to the arbitrary rules of the fantasy setting.
>>
>>19341521
>you are arguing that you are using a"universal" definition of a word against multiple people
Yet another example of how 4rries can't read.

If you actually could read, you'd have noticed that it was someone on the other side of the argument claiming that their definition was universal, whereas I was disputing that and claiming that it's reasonable to prefer the original definition and consider the broadened definition to be in error.
>>
>>19341541
>stunning people cannot be done in real life

Except that's wrong, you moron.
>>
>>19341537
>Does Fantasy Craft have a fun and well-balanced strategic combat minigame? Preferably with a grid, though that's negotiable.

Fun, yes; balanced, not compared to 4e. And certainly not as user friendly. It's cool for low-magic games where you want robust rules for non-combat situations, but it's regrettably easy to break.
>>
>>19341540
pretty sure he's just astroturfing, as people have been for that awful game since it was released
>>
This thread only serves to illustrate the dislike of modern rpgs by grognards with modern rpg fans unable to understand the appeal of classic rpgs.

The old ways were different and we had fun. The new things that modern rpg gamers want are not what we find fun and we are little concerned with things that modern RPGs must have such as equal player balance or narrative control.

Unfairness was a big part of early D&D since our characters were random and we were not trying to narrate any particular story or kind of characters. The idea that you made a character concept doesn't seem right to many of us. The same way not having a certain amount of control and planning over your characters is so alien to 3e/4e players.
>>
>>19341541
>and therefore work according to the arbitrary rules of the fantasy setting.

They don't work by the arbitrary rules of the fantasy setting at all, as nobody in-setting refers to being able to do things a specific amount of times per day. It is not a rule of the fantasy setting, it is merely a rule of the game.
>>
>>19341572
>herp derp
>"Stunning Fist" is the generic mechanism for all ways to stun a person, rather than an extraordinary fantasy ability which happens to have the effect of stunning people
>>
>>19340766
>>implying this shit doesn't happen all the time in pathfinder too.
Sorry, can't hear you over falling down then getting brought back up and tanking against a bunch of kobolds with 1 HP like a baus.
>>
>>19341598
>we are little concerned with things that modern RPGs must have such as equal player balance
But this actually WAS part of D&D from the very beginning, which makes your statement on this questionable at best. Just because you weren't concerned about it doesn't mean everyone else wasn't and there are quotes from Gygax on the subject of class balance dating back to the 70s.
>>
>>19341541
Those labels only exist for the purpose of things like anti-magic zones. 4e powers are not labelled but are all extraordinary, in the same sense than Barbarian Rage or Uncanny Dodge are extraordinary.
>>
>>19341537

It's certainly not "balanced" in the sense you're probably meaning. Its greatest triumph is being capable of running 3.5 style games without being dependent on a magic system.

>>19341540

I just laugh at Wizard's flailing attempts to please everybody when Fantasy Craft has already done everything that 4.0 should have done in the first place.

>>19341589
>but it's regrettably easy to break.

I actually find the opposite. It's easy to "break" in the sense that PCs can be and often are extremely overpowered, but the system has a ton of checks and balances to mitigate that.
>>
>>19341608
>nobody in-setting refers to being able to do things a specific amount of times per day
Bullshit.
>>
>>19341597

I forgot that /tg/ thinks that Fantasy Craft is awful and sticks to caster-focused systems that attempt to balance themselves by making everyone into casters.
>>
Fifth edition is not going to sink DnD because everyone's going to buy it.
>>
>>19341621
Classes were balanced, characters were not.

The same class with better ability scores would always be inherently superior than the one with lower ability scores and AD&D.
>>
>>19341650
I don't play Fantasy Craft because I don't want to play another fucking class-and-level-based fantasy RPG, let alone another one based off of 3.5 of all things.

I don't play 4E, either, but I don't like people talking shit about it when they're blatantly lying about everything they're saying.
>>
>>19341620
3e was explicitly balanced around encounters only taking a small chunk out of your hit points, and most sources of healing took a standard action for too little hp gain to be worthwhile outside of emergencies. I do not know if Pathfinder altered one or both of those things.
>>
4e is a failure, why are people having passionate arguments abot it anymore? it's always going to exist as it is and you can still play it if you're part of the minority that likes it. But WotC has decided the money tree is looking a little bare, so now it's going in the trash bin with the older editions. Arguing about the merits of 4e now has about as much relevance as arguing the merits of AD&D.
>>
>>19341671
>characters were not.
But this is far different from 3E, where one character of a certain class can't actually do his job if he makes so much as one slipup and yet another class can fuck up incredibly badly and STILL outdo properly built characters of other classes. It's the difference from one guy doing his job and another guy doing their job better.

AD&D in general was built around classes being usable if you met the stat minimums to roll that class in the first place.
>>
>>19341680
>3e was explicitly balanced around encounters only taking a small chunk out of your hit points

WHAT

WHAT

WHAT ABOMINABLE FUCKING LIE IS THIS
>>
>>19341680

Pathfinder made everyone better at sutff, so it was easier to not suck.

Also Crossclassing skills was easier so the fighter could have UMD.
>>
>>19341675

It's actually quite a bit different than 3.5, just similar, and can do a lot more than that system ever could, but if you want to continue to be closed-minded, that's fine with me.
>>
>>19341718
>lie
That's exactly what the CR system and four encounters a day expectation was built around.
>>
>>19341720
There are about 4 traits that give you UMD as a class skill that anyone can take. You don't need to cross class.
>>
>>19341732
>four encounters a day
>four encounters
>a day
>four

What.
>>
>>19341718
It's in the DMG. 20% of their resources I believe; don't have the book on hand. In practice it's more like 5% of the casters' resources, but that's just because the designers fucked up. Still, against an appropriate opponent, you're supposed to survive and win a fight or three without requiring any in-combat healing.
>>
>>19341732
right, four encounters a day (which is a fucking awful pace) and it's designed to take a SMALL
chunk out of your hit points? You're contradicting yourself.
>>
>>19341621
Gygax's idea of class balance was very different from that in 4e.

Basically, he believed that every class should have a reason to exist, that none should just be a clone of another class with more abilities.

He was fine, in particular, with wizards starting puny and ending up as demigods, while fighters start strong and end up mediocre.
>>
Ironically, all arguments against pretty much every edition can be foiled by this:

The GM controls how long the day lasts, not the players. Failing that, a 15 minute work day will see many quests failed.
>>
>>19341778
no that really doesn't seem relevant at all actually but thanks for trying don't post again
>>
>>19341768
I meant small as in around 20%, as opposed to 4e where a typical encounter could eat more than 100% of the frontliners' HP. I actually struggled to find the right word, sorry to have confused you.
>>
God, this CR stuff is awful.

Making D&D about an orderly staircase of winnable encounters ruins the sense of being in a world hostile to your ambitions.
>>
>>19341775
(that said, he built a LOT of magic resistance and anti-magic stuff into high-level monsters, to keep fighters relevant)
>>
>>19341852
Yeah, this. Good luck taking on a beholder without a warrior in your group. And be fucked if he died.
>>
>>19341839
Yet, making encounters purely to show that a hostle world is out to kill you, then killing the players, is a hinderance to players playing to game.

It's as if giving a set of rules on how to design encounter, balanced or otherwise, would solve both our problems.
>>
>>19341839

HAVING A USEFUL, ACCURATE METRIC IS NOT THE SAME AS BEING SLAVED TO IT. I'VE LITERALLY NEVER SEEN A DM GO "WELL I WANT THIS TO BE A BALLS-DIFFICULT FIGHT, BUT THAT DARN CR SYSTEM."
>>
>>19341839
the game being an orderly staircase of winnable encounters is entirely dependent on the DM and is irrelevant to the edition being played, there are a few dozen reasons why CR sucks but that's not one of them, please try again.
>>
>>19341775
He has been quoted saying that one of the worst outcomes is having the wizards overshadow everyone else.
>>
>>19341882

...NOT THAT CHALLENGE RATING SYSTEM AS IT EXISTED IN 3E WAS USEFUL OR ACCURATE, BUT THE *THEORY* WAS SOUND.
>>
>>19341839

CR is only an aid in palce to help GM's decide what goes into place.

IT doesn't do anything to ruin the game that a GM doesn't do himself or herself.
>>
>>19341882

This. Heck, I use the encouter level system to figure out just how hard the encounter will be, not so that every encounter will be beatable, but so that I know which ones they're likely to lose and so leave an opening for them to escape or call in the cavalry or whatever. Without a useful metric, I might accidentally pitch the players against something that would simply curbstom them and that would be terrible. Or worse, I might end up giving them a series of too easy, and thus boring, encounters. Sure, they're free to find they own way and that often means choosing their own fights in which case I can easily ignore the metric, but for other times, it is a very useful tool.
>>
>>19341880
It wasn't until 3.5 was in full force did I ever really encounter that were supposed to be fought. Even playing RPGA second edition, we were equally as likely to parlay with a dangerous intelligent creature. Short of successful ambushes, fights should not be guaranteed physical altercations most of the time unless you're, say, face to face with a beholder in his lair or insulted the dragon while trying to steal his horde.
>>
>>19341944
I realize you're being ridiculous on purpose, but
>insulting the dragon while trying to steal his horde
>implying the dragon wouldn't eat you for stepping foot in his lair

Also, hoard.
>>
>>19341880
You're thinking of D&D like Final Fantasy, rather than Dwarf Fortress.

Dying is part of the game. Careful scouting and strategic withdrawal are big parts of the game.

If your level 5 party is recovering from a scuffle with bandits at an inn, and you hear a rumor about the treasure-filled cave guarded by a red dragon, that's not a plot hook. You ask about it so you know where NOT to go.

I like a campaign that's got a natural-feeling distribution of hazards, so you can tackle the ones you can handle and have to avoid the ones that you can't.
>>
>>19341986
dying in RPGs is fine if character creation doesn't take upwards of an hour. In the old editions you could roll up a new fighter in a few minutes. from 3.0 on, shit got way too involved.
>>
>>19341971
No, I mean his Golden Horde.

I needed them to take back my homeland from an evil tyrant.
>>
>>19341986
What if I like Final Fantasy and not Dwarf Fortress? What if I play, not for the challenge, but for the fun of hanging out with my friends, shooting the shit, and pretending to be a Dwarf named Tordek who likes anvils?

Your D&D isn't my D&D, and mine isn't yours. But neither are dependant on a specific system to have.
>>
>>19342052
>What if I play, not for the challenge, but for the fun of hanging out with my friends, shooting the shit, and pretending to be a Dwarf named Tordek who likes anvils?
But you don't need a game for that.
>>
>>19342079
Sure. But I like playing a game for that.
>>
>>19342079
jesus chriust shut up
>>
>>19342100
>>19342104
I can not tell you how tempted I am to attempt to publish a book called "Pretending To Be A Dwarf Named Tordek Who Likes Anvils".

As rules for a 1-player game, to be played in public, with people who aren't playing the game.
>>
>>19334054
That link requires I sign in.
>>
>>19342151

So? Just sign in.
>>
>>19310323
"So guys, normally women get -3 to strength, but this female character is a genetic aberration. Therefor, for free, she gets a +3 to strength instead. Life's not fair, deal with it."
>>
I've skimmed the thread and haven't seen discussion about this, but is WotC doing so bad right now collectively that (another?) shitty D&D edition would effectively kill the D&D product line and put WotC in a position of downsizing?

I'm not terribly interested in any Hasbro crap though they may be directly involved.

Like with Magic, the focus has shifted from old customers to acquiring new players. The game itself is still vibrant but constructed deck archetypes have been seriously limited, a strategy that has been successful in keeping newer players. And though there is less finesse to the game, it remains very dynamic.

Like, WAS 4th Edition unsuccessful financially? I realize that a drop in complexity can very easily impact D&D much more than Magic as the very tenants of D&D demands some degree of resisting the player (i.e. making sure that a player just can't pillage a town from the get-go) and that giving a player too many available options really takes any challenge out of the game. But the challenge is to balance it with enough rewards to make them keep playing.
>>
File: 1338691624796.jpg-(102 KB, 1200x1500, GM Nurglette swimsuit.jpg)
102 KB
>ctrl+f "my thread"
>nobody mentions this is their thread being stickied
>confirmed for moderator self stickied thread
>moderator put no thought into how the thread should be presented as a mod

Well at least we know the mod is human, and likes making fun of people without mod status on.

Also that the mod will sticky his favorite events on D&D but not sticky anything else that has to do with the 99% of other games that are on /tg/. can't have equality everywhere eh?
>taking screenshot of this post to await it being deleted for shenanegans later
>>
The intoxication rules are beyond broken. Since dwarves are now immune to poisons, they can drink alcohol and gain DR with no ill effects. However, that did prove for an interesting character when used with the Reaper ability the fighter has, which means a drunken dwarf swings an axe around aimlessly and kills everything without actually hitting them. Or maybe that's just my group.
>>
>>19341778

This. These arguments always seem to assume the absence of a competent GM, just like absurdly broken character builds do.
>>
>>19342208
>Like, WAS 4th Edition unsuccessful financially?

There are a lot of ways to answer that and you'll get them soon enough, but the most truthful is: We don't really know. However, it is clear that it failed in some metric or another, because otherwise why would they be making a new edition? That doesn't necessarily mean it was financially unsuccessful, though it might. Or, it might be that they believe it will be financially unsuccessful in the future, by way of their corporate analysts or whatever companies use to predict changes.

It is best to leave the issue of finance to Hasbro's accountants. /tg/ gives a lot of answers to it, all of them talking out of their ass and picking whichever slight piece of information supports their view of whether 4e was good or not.
>>
>>19342263
>This. These arguments always seem to assume the absence of a competent GM, just like /tg/.
ftfy
>>
>>19342263
>implying all competent GMs want to put up with shitty system bullshit
>>
>>19342288
Well we can kind of judge by looking at the numbers who have access to the DDI forum which only subscribers of DDI with a forum account can get on. And with that we can get a lowball number of how much 4e was making off of DDI
>>
>>19342208
>>19342288
WotC had a plan for making 4e into a consistent $100+ million/year franchise, based on selling D&D Insider subscriptions.

However, 4e development got ahead of DDI, and they failed to integrate them properly, and ended up launching 4e ahead of DDI.

People didn't really buy into DDI, and expressed a lot of dissatisfaction with 4e. They didn't make their $100+ million/year.

So yeah, it was a failure.
>>
>>19342426

Thanks, I needed the laugh. I love it when corporations fall on their asses like that.
>>
>>19342521

Well, the main reason D&D Insider failed so spectacularly is because the guy in charge of it went and suicided, so...

You're a horrible person.
>>
>>19342608

That kinda just makes it funnier

>orgesm rods
Even Captcha agrees.
>>
>>19342608
how horrible of him to laugh at a thing you didn't tell him about
>>
>>19342608

If they had just one guy in charge of it, it's still their own fault.
>>
>>19342725
Bear in mind that it was a murder suicide, and he had just killed his wife.

>>19342763
I do this to paladins in games I DM, too.
>>
>>19342608
While the suicide thing was tragic, there's no way the death of one middling skilled programmer is going to kill any real project. There's no reason they couldn't have hired another.
>>
>>19342608

Actually, it was pointed out that the incident didn't happen until AFTER 4e got released. Shit was already behind. The tragedy just pretty much sealed the deal, it was already up shit creek.

http://www.enworld.org/forum/news/315975-wizards-coast-dungeons-dragons-insider-d-d-4th-edition-hasb
ro-some-history-4.html#post5766983
>>
>>19342800
You're not a professional programmer.
You should have said:

>there's no way the death of one middling skilled programmer should kill any real project.

However, if he was like far too many of my coworkers, his code was probably a mess that it would cost more to pay a team to figure out than it would be to start over. Scrapping the project and starting over at a later date is always a viable option when that happens.

Also, look at the time table. Mike Mearls had already been brought in to start working on 4EE, so it is not unreasonable to think that the higher ups had already agreed to the refocus on tabletop play and trying to repair the shattered fanbase.
>>
File: 1338695110036.jpg-(30 KB, 348x480, 1321995487087.jpg)
30 KB
>no one is happy
It will be perfect, and only /tg/ will know.
But we will hate it, too.
>>
5E is DOA because there's no way they're going to be able to please everybody. Its failure will be their punishment for 4E's attempt to "appeal to a wider audience".
>>
>>19342906
D&D is fucked because under Hasbro, it has to reach $50 million/year and show potential for $100 million/year, not counting any licensing.

As TSR demonstrated, the best way to lose money with D&D is to try and force it to be a big business.
>>
>>19342288
> it failed in some metric or another, because otherwise why would they be making a new edition?

WOTC thinks it failed due to the success of Pathfinder, which stole about half their player base. This is probably due more to the idiotic OGL idea than any actual flaws in 4e (seriously, it's a decent system).

Their intent with 5e was to make an edition that both 4rries and 3aboos would unite behind, thus hopefully doubling their customer base. Honestly, in theory it isn't a bad idea, but they seem to have done it by putting all the shittier parts of both systems in a blender and hitting "puree".
>>
>>19342998

The best part is, the OGL is itself retarded. You can't copyright game mechanics, as it turns out.
>>
>>19342998
>seriously, it's a decent system

I agree. It is not, however, Dungeons and Dragons.

>>19342997

I hope they learn from this. They won't, though.
>>
>>19343045
Frankly they knew that (having been a game company before the purchase of dungeons and dragons).

But they have the backing of a huge corporation and not a lot of other people knew that game mechanics can't be claimed for copyright. Plus a a lot of the smaller IP that was under copyright (mind flayers, and displacer beasts, for instance) would completely let them sue.

I think they were honest with some of their intention, they got the game out there into the public. With a bunch of shit running off the license, it's created a much bigger fanbase for DnD (Paizo is not the only company that profited, Warmahordes also started off just running of their OGL).

Of course they probably didn't think that they'd hurt themselves that much.
>>
>>19343045

That's all well and good in theory, but in practice copyright law is such that it people prefer to err on the side of not going even close. I've seen parodies change names and appearances even though parody is protected speech, I've seen people paranoid that their homebrew setting might be too similar to another so they don't want to post it, and I've certainly seen people worry about copying game mechanics even though those are explicitly noted to not be copyrightable.

And the thing is, all these people aren't just being stupid. They actually have a legitimate thing to worry about, because here in the US applied copyright law is outright retarded. The OGL wasn't a big thing because it allowed people the right to use something, it was a big thing because it was a tacit promise not to sue. Because yes, even though the law says the rules are not protected, if somebody were to actually take advantage of it the court will let them be sued anyway, using some excuse like the way the rules being presented and explained being considered copyrightable somehow or just overturning the law altogether.
>>
>>19343148
After the ruling on the Tap mechanic that brought it to common knowledge in the gaming world that mechanics are not copyrightable, WotC killed a few early Magic knockoffs simply by threatening to sue over perceived stylistic similarities with enough financial support that even going to court to defend their rights would bankrupt the target company.
>>
>>19343114
I don't think 3.5 was very D&D, so we're even.
>>
>>19339423
>except that your Pokemon can only learn 4 moves and learning one thing pushes another out.
That's what I didn't like about 4e, even though I kind of like pokemon.
>>
File: 1338705058896.jpg-(8 KB, 182x195, a explaination 2.jpg)
8 KB
Why is this thread still sticky?

WHY WAS IT STUCK IN THE FIRST PLACE?
>>
I just want to reach into the screen and pull out that little pin and crumple up this thread and toss it away...
>>
>>19343712
Because the mods and janitors hate us
>>
Oh look, people complaining about fighter powers making no sense. Let me explain to you guys role playing fundamentals since you're new to role play and not smart enough to grasp it like me and many others have on our own.

When your fighter hits for 3[W] once a day, he doesn't know he's using his daily power. You're choosing to. He's just hitting harder once that day. This is called "hitting harder." You see, not every blow strikes the same wound. Some strike greater wounds, and while effort and circumstance play into it, it all comes down to chance in an abstract game like this. The chance that the dragon's belly was just angled right enough for the attack to be much more effective.

So yeah, it's meta-game thinking to think a fighter shouldn't be able to hit harder than usual once a day. It isn't like he knows he's doing it and is choosing to it, you're just getting the narrative ability to make it happen.

That's kind of an integral part of role play.
>>
13th Age seems to be hitting all the right spots and more, with the option to drop some pieces you may not want. More narrative-centered, but just enough crunch and choices from what I read about the playtest.

>melee classes throw pools of damage dice
Just change that int trading them for effect and BAM
>>
>>19343735
I didn't even know it was here. I'm so sick of that shitty sticky with the cats that I've stopped going to the front page and instead just use the catalog.
>>
File: 1338706101153.jpg-(63 KB, 351x440, 1324237476901.jpg)
63 KB
>>19343841
>>
This is the worst thread I have ever seen on /tg/. Well done.
>>
File: 1338706281484.jpg-(74 KB, 450x337, summeralready.jpg)
74 KB
>>19343855

you must be new here
>>
>>19343841
Im not really familiar with 4th Ed., but arent fighter powers akin to weaboo fightan magic? Like doing some "storm of blades" move. He surely knows whats he is doing IC.
>>
File: 1338706358428.gif-(1.47 MB, 320x240, classy.gif)
1.47 MB
>>19343841
>>19343841
>>19343841
>>
>>19310377
3rd was the best one
>>
>>19313142
but it's true...
>>
>>19343841
That depends on the power in question. If it's in the vein of "I hit it really god damn hard" then that works, but if it's something really dramatic like a leaping attack or receiving divine inspiration or something like that then the issue of whether a bit of knowledge is meta or not becomes a bit more iffy.
>Jumping at them while screaming really loudly seems to work really well, why the fuck can't I keep doing it?
>What do mean my god only lets me do it once a day? I'm killing cultists of his mortal enemy!
>>
>>19343942
I don't see it. You keep thinking like the character knows he's got all these explicit powers that work in specific ways. In your example, the character jumps and screams really loudly in a fit of righteous fury or whatever and fucks up his enemy. He doesn't think of that as an explicit fancy move he can pull. A number of factors -his enemy leaving himself open, him feeling the righteous rage running through him, his just happening to have perfect aim and strike a weak spot in his foe's armor, and his god smiling upon him- combine to give him the opportunity to completely fuck his enemy over.

You go down to the shooting range and with your first shot you just happen to strike the cutout right in the bullseye. You don't say to yourself "Well I should just do that every time!" and then never miss a shot again for the rest of your life, right? But somewhere up in the 4th dimension, the 14 year old hypernerd pulling your strings marks a daily power off the character sheet of your life. (You received 14 experience points.)
>>
>>19344112
Well, if your character doesnt know what he is doing and running on a dumb luck, to get shit done, that could work.
>>
>>19344112
>You go down to the shooting range and with your first shot you just happen to strike the cutout right in the bullseye. You don't say to yourself "Well I should just do that every time!" and then never miss a shot again for the rest of your life, right?
No, but the difference is that I TRY to do just that as much as I can. How the hell does a character not notice if he cries out for divine inspiration and his god just gives him a cockeyed look? Or a warrior that, for no reason whatsoever, finds himself unable to use his favorite technique after using it once?
>>
>>19344168
>>19344224
>No, but the difference is that I TRY to do just that as much as I can.
But it doesn't always work.

>How the hell does a character not notice if he cries out for divine inspiration and his god just gives him a cockeyed look?
Why doesn't the god just give him infinite healing spells and ubersmites on everything?

>Or a warrior that, for no reason whatsoever, finds himself unable to use his favorite technique after using it once?
Do swordfights consist or two dudes make the exact same swing at the exact same angle and speed over and over again because those are their best moves? Getting a hit like that in is just as much about your enemy as it is about you. You need an opening, and an enemy (or whole group of em) leaving himself so defenseless you can end him is rare.

All that powers like this do is give players a little narrative power; they can decide, by using a big daily power, that the enemy left themselves open or that their god smiled on them for a second or whatever. Give the players some story power doesn't destroy your ability to DM and makes for a more interesting game for the players.
>>
>>19344347

And this would be wonderful for a game where this was part of its design history, but D&D was nothing like that until 4E.
>>
During all of these posts, with all the rage I see, all the blind defending of one edition against all others. Of all the people who decide to try another edition, and those who blatantly scream that they won't, all this petty bickering has brought one question to the front of my mind.

My current fuckbuddy wants to make a dildo from my cock to please herself with when I go overseas (Clone a cock kit thingo), and I was wondering if I should wear any cock sleeves while doing it. I was thinking of having a knot at the base, barbs along the main shaft and then just an emphasized head. I know she is into the whole knot/barb thing, and sexual pain, so what do you think /tg/?
>>
>>19344418
So we should never attempt to improve anything, gotcha. I'll call the scientists and let them know they're no longer needed.
>>
>>19344347
I'm sorry, but I simply can not reconcile my views with yours. I respect your opinion and your views, but I myself hold views that are more-or-less directly opposed to yours and find yours utterly untenable. I'll agree to disagree and leave it at that because otherwise we're just going to be going in a circle anyway.
>>
>>19344437
I double this, I just cant accept that fighters, for example, who got all those fancy powers still should be played as 3.5 "I swing sword" fighters. They should have a control over their actions and think during fight, use enviroment, feints, maneuers and the like.
>>
>>19344433

You know, Tome of Battle was a great book full of great ideas and I think they should have tried to emulate that, not what you're suggesting.

But I guess that would have made sense.
>>
File: 1338711797500.gif-(226 KB, 320x240, 132501068695.gif)
226 KB
>Pathfinder
>Replace Fighters with Warblades
>Replace Monks with slightly-tweaked Swordsages
>Replace Vancian magic with Power Points and restrict spell access like in earlier editions

There, I fixed 3.X.
>>
>>19344486
>>19344437
Alright then. I hoe you at least understand where I'm coming from, here.Just as you can't understand my views I can't understand why you think it's okay for spellcasters to get a list of explicit abilities to exert narrative control but anyone who wants to enjoy a different character archetype has to play moth-may-I with the DM. I will never be able to wrap my head around that, why some players should be favored.- because that is where this leads.
>>
>>19344558

Barbarians are underpowered now.
>>
>>19344563

I, for one, am perfectly fine with martial types having a spellcaster-like ability list... if it's done like weeaboo fightan magic and not like "I hit stuff hard... three times a day". That's dumb.
>>
File: 1338712350752.png-(248 KB, 400x397, wait a minute.png)
248 KB
>>19344521
So Tome of Battle is now "part of D&D's design history" even though it clearly wasn't when it was originally written? Innovations are awesome as long as you aren't making, you know, new ones?
>>
>>19344624

Tome of Battle is sword magic, not narrative control in the sense that you're talking about.

It's "I cast fist", not "my character pulls of a certain move due to luck and cannot repeat this move again for the rest of the day because as far as he is concerned Powers don't exist".
>>
>>19344563
And I do not get why a spellcaster should have IC control over his action (I cast "exactspellname" to do "exactthing"), but martial classess do not.
They should be capable of doing something like:
"I set him up with series of weak strikes, then shatter his guard."
"I push him into the pit with my tower shield."
"I bullrush the closest guard, and use his body as a shield from crossbow bolts, while charging BBEG."
Not, "Hey I just felt like shooting two arrows at one, so I did it, and killed the guy. I wont bother to do it again today though." See?
>>
>>19344579
I'll give them some powers and stances from Tiger Claw as they level up.
>>
>>19344715

So they're a half-caster like Rangers/Paladins, but with maneuvers? Could work, yeah.

Well, I guess you HAVE fixed 3.X. Good job.
>>
>>19344697
Just remember, every time your ranger is Twin Striking he is trying to Split the Tree.
>>
>>19344697
Every single one of your examples is a power, and if you wanted to improv them- which is what you'd have to do any any other edition- page 42 is there for you. An extensive list of fair, reliable DC's for any imaginable action, to make your DM'ing easier.

>>19344746
This.
>>
>>19344765
>Every single one of your examples is a power

Which you can do a limited number of times per day for -some reason- and can and often will forget, also for some reason.
>>
>>19344786
>Which you get the opportunity to do a certain number of times per day and often stop using because you learned a better technique.
FTFY
>>
>>19344563
> you think it's okay for spellcasters to get a list of explicit abilities to exert narrative control but anyone who wants to enjoy a different character archetype has to play moth-may-I with the DM.
It isnt exactly true. Spellcasters are free to come up with different applications for spells, at DM discretion. Like:
"Can I blind this clearly underground dwelling creature with Light?"
"Can I impress those savages by casting Color Spray or Burning Hands into sky?"
"Can I destroy this Wall of Fire by Create Water?"
>>
>>19344786
As a martial fighter, there are the things you know how to do over and over again, and there are things that are only likely to work once a fight, and there are things that you have to reach deep down into yourself to perform... what is so hard to understand about this concept?
>>
>>19344842
>>19344823

I simply don't like the logistics behind the system. Again, I would rather they have gone in the direction of Tome of Battle.
>>
>>19344842
I prefer to think that a martial character knows how to do all of their tricks all the time as long as the situation is correct.
The encounter/daily thing is just a way to control when the situation arises.
A used daily power isn't forgotten the right circumstances for its use have just come and gone.
>>
Going by weaboo fightan logic, consecutive execution of powerful techniques should put some kind of body strain on you. Be it ability damage, exhaustion, temporary HP loss or something like that. That could work.
>>
You people get pissy over Spellcasters having limited control over their spells and scream narrative control, but do any of you fucking know why Vancian spell casting works the way it does?

Not because it's balanced, but it's how it fucking worked in Vance's novels.
>>
>>19344889
I like how the Warblade handled it.
>Fuck, I'm off-balance from all of those fancy moves and shit; I'd better take a few seconds to get myself together before trying any of them again
>>
>>19344839
the fact that casters can ALSO play mother-may-i in addition to what their spells could already do RAW does not bring them back down in power.
>>
>>19344911
this isn't a novel, it's a game. We aren't trying to accurately reproduce a specific novel, but create a system that allows everyone at the table to play a game and enjoy it.
>>
>>19344925
But is it about bringing spellcasters down, or pulling martial classess on their level? I prefer latter.
>>
>>19344933
>but create a system that allows everyone at the table to play a game and enjoy it

And there's the problem- that's not the goal of D&D! If you do that, it won't FEEL like D&D.
>>
>>19344942
> FEEL like D&D.
So like a dungeon crawler? What does it even mean.
D&D Next will have its playerbase and it will "FEEL like D&D" for them, give it a year. Not mentioning a previous editions playerbases, who also think that their edition of D&D feels like D&D.
>>
>>19344939
>pulling martial classes on their level
You know, I once thought about what would be required to do that. The Fighter ended up with its attacks rolling for damage once for each level that the fighter had and he got class features that amounted to "Ignore one way that you could be inconvenienced in combat." In essence it killed things in one hit and couldn't be stopped by any means. Is that how you want the Fighter to look?
>>
>>19344428
Wow, I'm in the same situation, but I didn't even think of sleeves. That's a good idea. I'll give it some thought.
>>
>>19345056
Not that guy, but I'd rather the fighter be a Warblade.
>>
>>19345056
At epic levels maybe. Plot armored, army killing badassess, a natural enemy of trickster wizards.
>>
>>19345070
The way it worked out it was still useless out of a fight, but in a fight you could do nothing to stop it but chip away at its HP. Invisible? Blind sight. Flying? Jump up and smack it out of the air. inflicting status effects? Fuck you I'm immune.
The whole thing was bloody ridiculous and made me realise that wizards needed to be toned down if you want balance.
>>
>>19345144
So what should "fighter" archetype be able to do outside of fight?
Except, like, train militia or something.
>>
>>19344939
Spellcasters should never, EVER be on the level of power they were in 3E, not ever. There was not a single point in the entire history of D&D when spellcasters even approached being as godlike as they are in 3E.
>>19345156
Have you even played any previous editions? The Fighter isn't supposed to be a retard, let alone unskilled. Unless for some reason you seem to think that King Arthur or Conan are retards...
>>
>>19345169
No, I didnt, and thats exactly why I ask.
Im familiar with Conan and Arthur Pendragon, but how do you play guys like that in post 2ed D&D?
>>
So they turned the wizard into the warlock class?
>>
>>19345156
In the context of 3e, not much since Magic can do anything it's better to just make the fighter a combat monster.
In 4e (and I'm pretty sure older editions but I haven't played them) Skills can actually be important due to the fact that the default option isn't "let the wizard handle it" in this situation letting the fighter be as good as other classes at an equal amount of skills lets him be equally good as other characters out of combat. There isn't too much that's fightery, but it's all general adventurer stuff.
Also if the above post sounds too mean to wizards it's because I fucking LOATHE 3e wizards.
>>
>>19345186
In 4E, easily. A non-retarded Fighter is the default assumption here.
In 3E? By playing the Warblade, which is fairly close to the 2E Fighter in effectiveness and sports a good, flexible skillset. The only thing the Fighter can do that the Warblade can't is specialize in ranged combat and there's some fairly balanced homebrew to cover that need.
3E did more to damage the Fighter than anything else ever could have.
>>
>>19345272
>3E did more to damage the Fighter than anything else ever could have.
Don't count your chickens until they're hatched; the 5E fighter seems to be well on its way to de-throning the 3E fighter as "worst ever".
>>
>>19345279
At least the 5E Fighter doesn't have its skill system actively working against the Fighter on top of them being shitty in combat.
>>
>>19345283
Don't give them ideas!
>>
The fact that this is a stickied thread makes me puke.

Goodbye /tg/ it was fun knowing you.
>>
>>19345283
In 3E you could use feats to min/max your way to competence in combat (against enemies not immune to your trick). In 5e you get +11 damage as your class feature. How can you min/max that?
>>
>>19345283
>5E
>Skills

Pffft.
>>
>>19345305
They'll reintroduce skills just so the Fighter can suck at them. I wouldn't put anything past the devs at this point, it's clear they've gone full retard.

Heaven help us, Mike Mearls might have been booted for being the voice of reason!
>>
>>19345320
You're thinking of Cook. Mearls is still at WotC.

And the actual WotC voice of reason was probably Rob Heinsoo (http://www.wizards.com/DnD/Article.aspx?x=dnd/4spot/20090313), but he was let go long before work on 5e even started.
>>
>>19345169
>Unless for some reason you seem to think that King Arthur or Conan are retards...
But Conan is a retard. In the meaning hes not smart and goes pretty much I HIT IT WITH MY AXE, with few exceptions here and there.
>>
>>19345477
I havent read all Conan novels, but over course of life we was a thief, mercenary, pirate captain, frontier ranger and king. He knew dozens of languages, deciphered old textes, could survive in wilderness, be sneaky when it counts, read star sky for directions, plan strategy, administrate kingdom, lead men to fight and be formidable combatant, armored or not.
And Conan BBEG wizards arent D&D sissies, they are pretty much Conans toned down by 15% with crazy magics.
>>
>>19345558
>deciphered old textes
We're getting out of Howard's original body of work here, aren't we?
>>
>>19345619
> "In his roaming about the world the giant adventurer had picked up a wide smattering of knowledge, particularly including the speaking and reading of many alien tongues. Many a sheltered scholar would have been astonished at the Cimmerian's linguistic abilities..."
Linguistics is kinda his strong point.
>>
>>19311270
op didn't like it and was a furry, therefore he though that the majority of people were furrys like him and should hate this new edition.

I've found 4th edition players that liked it and 3e players that liked it without problems, I'm still searching to hear real life people that didn't like.

Though personal experiences prove nothing.
>>
>>19346089
>personal experiences prove nothing.
Pretty much. Online, almost all the 4e players I've seen dislike it, but there's the usual bias in favour of malcontents. Thing is, the vast majority of D&D players *aren't* active on D&D forums, so you have another giant bias right there.

And the people that should matter most of all, the NEW players, don't have a voice at all. But it's not like the 5e designers give a shit about them, so whatever.
>>
>>19345477
The fuck is wrong with you.
Don't talk about shit you don't know anything about, it makes you look stupid.
>>
>>19345477
>But Conan is a retard

No. Schwarzenegger's Conan is a retard. Conan as originally depicted by Robert Howard is very intelligent, but he's also just very direct and dislikes subtlety.

He's basically viking Genghis Khan.
>>
They could have had something with the modularity ... it wouldn't have been easy, but they could have tried a way to make the game attract the AD&D, 3e and 4e crowd.

At the moment they seem to only really want the AD&D crowd, are talking the talk to the 4e crowd (but not walking the walk) and are completely hostile to the 3e crowd.

The game might be good enough to get the 4e players to go along ... but the way things are going they have no chance to get the Pathfinder player's back ... yelling WRONG BAD FUN at them won't get them to like Mother May I skill DCs, undependable magic item drops etc.
>>
>>19346413
>and are completely hostile to the 3e crowd

What the fuck?

The rules are different, but the game plays pretty much EXACTLY like 3e. If you read the thread, that's one of the most common problems people have with it. Right down to fighters being boring and terrible, and wizards being omnipotent supergods.
>>
What 3e turned into in the latter stages due to PrCs, magic items and alternative classes has got very little to do with how it started out ... vanilla fighters aren't relevant, there weren't too many of them around.
>>
>>19346413

>The game might be good enough to get the 4e players to go along ... but the way things are going they have no chance to get the Pathfinder player's back ... yelling WRONG BAD FUN at them won't get them to like Mother May I skill DCs, undependable magic item drops etc.

as a 4e player I wont go along with that shit either
>>
I honestly have no idea who D&D Next is supposed to appeal to.
>>
>>19347238

Mike Mearls.

This is what happens when you let fanboys run a brand.
>>
>>19347238
That nails the problem.

They need to make new version of what they have, not just roll up an entirely new new system every 4 years.

I'm no fan of 4E, but WotC should really just be making 4E 2.0, not yet another roleplaying system. The D&D brand just doesn't mean anything anymore. It's like 5 completely different games.
>>
>>19346413
Have you been reading the same articles? Everything about D&D Next is carefully worded to never say anything that could be construed as praise for any element of 4e (which doesn't stop the grognards from trying) while the 3.5 crowd is getting jacked off at every opportunity, with multiclassing, braindead Fighters, etc.

I suppose the fact that the fanbase is getting such mixed messages is just another sign of how abysmal the whole PR for this edition is, and how completely divided the fanbase they're trying to unite has become. You can't tell who they're making the game for, because they don't either, they're just throwing bits of what they think everyone likes and hoping it'll stick.
>>
>>19347291
>Everything about D&D Next is carefully worded to never say anything that could be construed as praise for any element of 4e

The funniest thing is how they kept healing surges, but renamed them "Hit Dice". I'd love to have been in the room for that discussion.

5E looks a hell of a lot like 4E Essentials to me, but their PR slant is to really pretend they're running from 4E as fast as possible.
>>
>>19347357
>5E looks a hell of a lot like 4E Essentials to me
I... don't see that at all. It has things in common with Essentials because they're both D&D games, but little else. The various classes look almost nothing like their Essentials version.
>>
>>19347357
Its an old strategy. Essentials to 5th edition are what Tome of Battle was to 4th edition.
>>
>>19347403
>Old tactic
>40 year old industry
>5 year old tactic
>>
>>19347357
Which is pretty hilarious, because Essentials had the exact same problem- the old school players it was trying to attract ignored it, and 4e players despised it, so it basically killed the momentum the 4e line had going.

They're basing Next on a product NO ONE liked, and trying to appeal to 3aboos by emphasising the worst flaws of that system.
>>
>>19347417
That's not entirely true. Long-time 4e players generally disliked it, but some parts were loved (small softcover format, Monster Vault :3), and the game was made more accessible to brand new players (who really should be the primary targets of any game named D&D).

Speaking as a 4e player, I see the sense in basing 5e on Essentials, even if I prefer the PHB version. (Of course that's not AT ALL what they're doing.)
>>
>>19347403
D&D miniatures and its decendants were the testbed for 4E really.

Just look at (the lead designer) Rob Heinsoo's resume over the last decade. All he did was design all of WotC's miniature lines.

>>19347399
I think people don't see the similarities because 4E was so defined around choosing powers. The
>>
>>19347469
Point taken, though I think 4e players were also pissed at the implication that all classes had to be dumbed down and boring now. I think that was the start of the disillusionment and antipathy from when Next was announced, that 4e is going to be abandoned because nerds on the internet whined loud enough, and Wizards started believing the lies spread about their own product.

That and the few 4e concessions seem to completely miss the point of what people actually LIKE about 4e. We didn't like Healing Surges in particular, but having nonmagical healing that broke the Cleric dependence was great, and grid-based combat is good because it's one of the things D&D actually does really well. And the clearly written, standardised formatting for powers, spells, and rules actually means you can play the game instead of spending hours arguing about the rules. But when they're not totally missing the point, they're actively removing these for 5e.
>>
>>19347527
>Second paragraph
A-fucking-men. This is the thing that I envied about 4e that I don't get with Pathfinder.

Personally? I hated all the non-magical healing (healing surges and new hit dice) but it would've worked really well at my table because my players are whiny douches who never want to be low on health.

I still want to see 4e redone. Really badly. With more out of combat rules, fort/ref/will not as defenses, and less automatic level scaling. With more unique powers and more interesting feats. More or less a hybrid of essentials and PF. I would play the hell out of this to no end.
>>
>>19347527

>grid-based combat is good because it's one of the things D&D actually does really well.

I was just about to mention that. It's bewildering how many people complain about using minis & grids in D&D, considering its wargame roots. Being an RPG/ tactical wargame hybrid is a pretty cool and unique niche they should be playing up instead of ashamedly hiding.
>>
>>19347515
>I think people don't see the similarities because 4E was so defined around choosing powers.
No, seriously, 5e is nothing like Essentials (apart from a few things they share with all D&D editions anyway). Attack/defence/saves are different, HP is different, movement is different, spellcasting is different... And I don't mean "they use a different name," I mean "they're based on very different assumptions and lead to very different gameplay."
>>
>>19347399
I think people don't see the similarities because 4E was so defined around choosing powers. Once character creation comes out, it's going to look a lot more like essentials. 5E martial characters look a lot like essential martial characters who picked non-silly powers (which is understandable given they're sample playtest characters). It's not normal D&D for fighters to pick up powers like "Fighter's Surge" in any other edition of D&D, but it might look that way from a 4E perspective.

Casters do look a lot more 'old-school' in the playtest, but it's not like the Vancian->AEDU change was that big a deal. They mostly feel old school because of spells like Grease being back in dex checks and all.
>>
>>19347603
If you have an SA account, come over, they're having a "let's make interesting 4e clones" contest.
>>
>>19347627
No kidding. Why not make a flat out wargame version of 4e? Like the Miniatures Game in 3.5 but not using random minis, even GW doesn't pull that shit nowadays.

And it's still a crime we'll never get a Final Fantasy Tactics style 4e video game.

>>19347603
Have you heard of 13th Age? Apparently it's kinda going like Legend did for 3.5, based on the system not not afraid to change things quite a bit.
>>
>>19338432
>>19338345

I've actually thought about trying a fantasy Vietnam War analogue at some point. It'd be a cool thing to drop on players who think they're getting into a "military themed campaign" and get wired up for conventional warfare; that'd bring out the exact right kind of frustration. Get dropped off by hummingbird-winged dragons in a hot brush landscape full of goblins or something who may or may not be on your side, with boobytraps and shit everywhere and poisoned arrows.
>>
>>19338780

I did too, but I'm a Shadowrunfag and am not used to/ok with this PC nigh-invincibility you get in D&D.

Really, I liked FR for the historical complexity and stuff. Every dungeon was some Indiana Jones shit. Historical linguistics grad student here. I ate that right up.
>>
>>19347654
>Why not make a flat out wargame version of 4e?
They did, and it didn't sell well. D&D Miniature is quite similar to 4e combat (although the loss of any resource to spend wisely over multiple encounters is felt).
>>
>>19341650

Honestly, my biggest problem with FC is the Eurocentric nature of the classes. Pathfinder's material works much better for drawing on other cultures for inspiration. Working on a spirit-hunting game in a fantasy Yunnan/Guizhou/Laos/north Thailand analogue. I don't think FC would handle that without some serious work.
>>
>>19347714
Also, not nearly as much movement powers. But the point still stands. There's not enough of a market for a D&D miniature game, given the significant production costs.
>>
>>19347633
>Attack/defence/saves are different, HP is different, movement is different, spellcasting is different
You're getting hung up on rules minutae and not just how the classes work. 4E saves change was just a mechanical cleanup. 4E movement was just a mechanical cleanup. 4E hitpoints... honestly I am fucking confused you'd say that 5E is different. The spells I grant is something different.

Stuff like the 5E Fighter and Cleric of Moradin play like something new and alien to D&D except for the perspective given us by Essentials.
>>
Honestly, people bitching about powers and healing surges in 4e would have been fixed by refering to powers more by their power sourced names (i.e. arcane spell, martial exploits, shadow hexes and so on) and calling healing surges inner reserves or something.

Because the idea behind healing surges is solid (give characters some automatic out of encounter healing, so that DM's can down one or more characters in an encounter and not force players to spend daily or greater resources (that might only be acquirable by a few types of characters, and not as many as healing surges per day) (i.e. daily healing spells, healing items when the characters are at least a few days and serveral encounters away from a store). And it lets you make encounter-based healing be restricted per day, not by the caster of the healing, but by the target running out of healing surges.

Granted, you don't need that for an RPG, but it's about most far you can go from (regen all hp at the end of a fight, don't even bother with daily limits on healing ala Gamma world 4e and possibly others) and still have a fun game in which players don't run from every encounter because they have shit for hp.

Oh, and hit dice in 5e totally misses the point of healing surges, by being limited by 1/pclevel, and having a high chance to be 2 or 1 +cod mod, which is only 2-5 hp or less on characters with 20+ hp.
>>
>>19310323

>implying women were weaker in medieval times than they are today

Yeah no, with all the physical labor women folk were responsible for they were in shape. Plow the fields, reap crops, chop wood, gather water, women did these things along side men, because they fucking had to survive.

The romantic idea that women did no hard labor is dumb, and probably came from the idea of high born women not being good for anything.

Anyway, this thread is bad and you should feel bad.
>>
>Reads entire thread
>Practically a third of it is just a showcase for various anti-social tendencies

Why are WotC even trying to pander to this idiotic fanbase?
Quite frankly, I'm not getting any good reason to just tell Hasbro to just stop producing any more D&D shit ever. Just let the license die.
I mean, Magic's much more profitable and seems like its players aren't mostly a bunch of pendantic chucklefucks with numerous complexes, right? Magic is designed by people who know how to create a marketable and quality product, right?

Does anyone have any good reason to not just let D&D get buried in the mists of time?
I'm totally serious here. Why?
>>
>>19347627
Well the big difference is that minis in early editions were either used to SHOW what was happening ingame rather than DETERMINE what was happening, or they were used for mass combat. For mass combat, minis were highly recommended simply because it's a nightmare for the DM to keep track of everything at once, and it becomes increasingly important to figure out who is in range of what as the number of combatants increase. For smaller combats, you mostly just used the minis to track player and NPC locations, they didn't have rules for themselves (unless you wanted to use weird variants, which was dumb).

4e, on the other hand, felt an awful lot like Mage Knight Dungeons, if anyone other than me ever actually played that. They felt very different. That doesn't necessarily mean they were bad, but I did think they were silly.

HOWEVER, I agree that saying "minis are not D&D!" is just retarded.
>>
>>19347988
>HOWEVER, I agree that saying "minis are not D&D!" is just retarded.

It's also a caricature.
>>
13th Age seems to be 4e with less power list and more narrative features for out of combat stuff. It does feel like a different beast, however
>>
>>19347926
>You're getting hung up on rules minutae and not just how the classes work.
No I'm not. Like I said, all of these changes conceal different assumptions about how the game is to be played.

>4E saves change was just a mechanical cleanup.
Not quite (although "mechanically clean" is also a 4e-ism that you don't see much in 5e). It's also about most classes having multiple attack options that can target different defences, to provide fuel for meaningful choices.

>4E movement was just a mechanical cleanup.
What? Have you even played 4e? The movement is a major underpinning of the combat system. Most classes had movement powers, and each role cared deeply about movement (to different ends). There's a reason why 4e is the most grid-dependent edition, and it's not because movement is measured in squares.

>4E hitpoints... honestly I am fucking confused you'd say that 5E is different.
4e made hit points an encounter resource, with minor action healing in-combat and free full healing outside combat. 5e is back to 3e's healbots working mainly out of combat + hit dice worth maybe 1/4 of your HP (and the 5 minutes workday as a result).
>>
>>19339318
>>paizo
>>glorious
pathfinder player here
Get fucked, Paizo may have a better system than 4.0 but theyre still fucking stupid, see master summoner.
>>
>>19347974
>Does anyone have any good reason to not just let D&D get buried in the mists of time? I'm totally serious here. Why?
Because it makes real money? Why are you behaving like Hasbro and pretending that anything with less than 100 million dollars' profit is not worth producing?
>>
>>19348038
Your sarcasm detector needs to be recalibrated.
>>
>>19348033
5E classes have ability targeting on-par with essentials characters. That was one of the big changes in essentials; it made Fighters and Rogues basically hit people again instead of throwing spells at them.

5E doesn't have (and probably won't have) grid-centric movement powers because those are silly. One of their design goals is clearly to make it not a miniatures game. I don't mean to suggest that 5E *is* essentials, but it just gets most of its genetic material, particularly with martial class design, from Essentials.

You're just flat out wrong about the hitpoints. Yea, you don't have the ridiculous pools going into the 100's at level 1 which you had in 4E, but level 1 weakness is still gone. It's *TRIVIAL* to houserule the game into 4E's healing (you get more healing surges, piece of cake), but it's impossible to turn this into level 1 D&D hitpoints of any other edition. Seriously, there is no human way I can understand the perspective that this is not a lot like 4E's healing.
>>
>>19348193
>It's *TRIVIAL* to houserule the game into 4E's healing (you get more healing surges, piece of cake)
That and you have to give all support classes some minor action healing and standard action heal+attack that doesn't use the same resource as all their other spells, and give all front-liners similarly effortless self-healing. It *can* be done, but at the moment it requires as much house-ruling as if you wanted to do it in 3e.

>I don't mean to suggest that 5E *is* essentials, but it just gets most of its genetic material, particularly with martial class design, from Essentials.
And I'm saying that they're fundamentally different. Could you show me similarities between 5e and Essentials which aren't also similarities with 3e? I can think of at-will spells and the half-hearted nod to healing surges, but that's pretty much it. Meanwhile, the AWED, the heavy streamlining of rules and powers, the HP/healing system and the tactical combat have been abandoned - and that's pretty much what 4e IS.
>>
does anyone actually LIKE having the game designed so that you can die in a single shot at level 1?
>>
>>19348447

Technically you can die of a single shot at any level (low levels to normal weapon damage, mid levels due to bonus from various sources, and even epic levels due to Massive Damage), and yes. It is far, far preferable to have the fight decided in few shots rather than many. More rolls just leads to more time being wasted, when the end result is still the same.
>>
>>19348447
I like this to be possible at every level, as long as you can make a new character and rejoin the party without penalty.
>>
>>19348447
It was a totally different design philosophy. Besides, characters only took a short time to create, and you were encouraged to have a spare or two on hand. Losing a character at level 1 is nowhere near the tragedy of losing one at level 10.

If obviously doesn't mesh with the philosophy of "characters only die if dramatically appropriate," though.
>>
>>19347291

The problem is that 4e fanboys don't understand how 3e fanboys think about their game ... 3e is not about multiclassing and a braindead fighter.

Multiclassing is only there to qualify for prestige classes and the fighter is a 2 level class, used to qualify for prestige classes or get a feat heavy build under way faster.

This wasn't even something we thought worked terribly well ... I personally don't mind the heroic/paragon path mechanic at all as an alternative to PrCs at all for instance.

The biggest issue with the playtest from a 3e fanboy perspective though is how rules are treated ... the on the fly unpredictable DCs are Gygaxian DM wanking. This is pandering to the AD&D crowd and not the 3e/4e crowd.
>>
>>19348447

Its certainly much better than picking at HP until eventually you get to the same thing.
>>
>>19348492
We're talking specifically about PC here. Is it "far, far preferable" to have PCs die in one shot rather than having the chance to flee if combat goes South?

>More rolls just leads to more time being wasted, when the end result is still the same.
Although I will say that when the combat is actually fun, it's not time being wasted, it's time being *spent* on what we want to do.
>>
>>19348524
Bullshit. 3.X supported on-the-fly ruling.
>>
>>19348537

... having pcs get "downed" after two or more hits is perferable.

With hopefully some decent ways to pop them back up.
>>
>>19348573
Designed around it I'd say. Pretty much all of 3E's problems are really just come from obsessive rules lawyering. They wanted 3E to be less houseruled than 2E, but not to the logical extremes forum goers take it.

This doesn't bode well for 5E playtest by the way. They're designing 5E to be so full of optional rules and stuff... that's just not how nerds seem to work anymore.
>>
>>19348537
>We're talking specifically about PC here. Is it "far, far preferable" to have PCs die in one shot rather than having the chance to flee if combat goes South?

Yes, because for one thing there is still plenty of chances to flee, and for another HP padding makes it not a "chance". It makes it a certainty, which throws out the element of risk that makes combat exciting.

>Although I will say that when the combat is actually fun, it's not time being wasted, it's time being *spent* on what we want to do.
Oh, but that's exactly it, combat *is* fun. When it is fast-paced and tense, that is. Its about being prepared, thinking fast, reacting to changes, deciding the best course of action based on what you know, and so on. It gets stale if it takes too many rolls to kill something, even PCs (ESPECIALLY pcs). If the monster has too much HP, combat becomes a case of whittling. If the PCs have too much HP, combat becomes a case of certainties. Stretching combat, even good combat, does not make it more fun.
>>
>>19348609
See GURPS
>>
>>19348573

On-the-fly rulings... have tended to get me burned most of the time, or give me a 20% chance of completling wasting an action.
>>
>>19348654
Even wizards have a chance for their targets to save. 20% is not unheard of. Attacking in combat and missing is also completely wasting an action.
>>
>>19348642
There's not stretching combat, and there's letting PCs die in one or two shots.
>>
>>19348648

GURPS is a good example. It is a long-running franchise whose central feature is its modularity, and its sales and popularity don't even approach those of the games made by Wizards of the Coast, White Wolf, or Fantasy Flight Games. It is condemned to its tiny niche by the very thing most lauded by its few fans.
>>
>>19348573

Sure, it's supported ... you can't create rules for everything ... but the point is that there were a lot of rules, there were known common DCs for a large amount of situations which players could depend on.

In 5e you basically have to ask the DM how difficult your character thinks an action is before attempting ... because you as a player certainly have no fucking clue what the DM is going to rule ...
>>
>>19348722

God fucking damn it, it's a playtest! No, there is no DC list yet, the same way there is no skill list yet.

Jesus Christ, there are so many things wrong with this game thus far and you're still focusing on this bullshit.
>>
>>19348686

There's the PCs trying to avoid getting hit, and there's the PCs knowing they don't need to until later. HP padding *is* stretching combat. In fact, its one of the big reasons AD&D and 3.5 campaigns hardly ever go past level 10.
>>
>>19348775
AD&D campaigns went into higher levels quite often, that is the whole purpose of stuff like Planescape and Spelljammer and why those campaign settings were so popular.

That said, the lack of HP padding in AD&D, gaining only 1-2 HP per level for nonfighters and 3 hp for fighters after level 9 is why AD&D could do higher level campaigns without much of a hassle.
>>
>>19348850
Linear scaling of HPs, stats, and skill/spell DCs converged to make 3e a fucking chore at high levels. Whereas in AD&D things didn't start getting crazy until 25 or so, and that was usually because of setting-dependent bonuses like overpowered quest spells or being able to turn into a dragon.
>>
>>19347768

Eh? Most of the classes in FC are super-generic to the point where they can fight archetypes from any culture. That's sort of the point.

The Adventure Companion has a setting based off of pre-colonization North America, for instance.
>>
>>19348898

To the point where they can embody archetypes from any culture, rather.
>>
I've been playing D&D since the 1st Edition, and all of the arguments that ensue when new editions come out stem from the same problem :

There are two main types of people that play D&D.

The first group is playing a cooperative storytelling game with a loose set of rules to guide the narrative. In this group, the DM assists the story by building the world and playing the NPCs in it.

The second group is playing a fantasy world simulation to "win", i.e. end up with the best character, most loot, etc. In these groups, the DM is an antagonist trying to use the rules and game structure to screw the players over and limit their success.

I'm not picking one style over the other, but the problem comes when you realize that you can never design a version of D&D that will please both groups, and both groups have their fair share of autistic fuckwads that are willing to foam at the mouth over every minor detail.
>>
>>19348968

Why not just make two editions, one to please each group?
>>
>>19349010
They tried that with Basic and Advanced. No one wanted to buy the basic one.
>>
>>19348968

Actually, there are three types. Narrativist, Gamist, and Simulationist. The first is the one who wants to collaboratively tell a story and requires minimal mechanics, the second is the one who plays it to win, while the third is the one who wants to play a role and make choices within that role. More mechanics =/= gamism, as a simulationist will want mechanics too, just for a different purpose.

In fact, each of those categories can even be further sub-categorised, for example, there are some simulationists who want a very detailed system that accurately simulates real life where possible, while others want more simple or abstract mechanics but still need them to represent in-universe actions.

But that's just me going off on a tangent, you main argument is sound: there are several different goals that players of RPGs have, and some of those goals are incompatible with each other which is why there is such a divide in the D&D fanbase, what with an edition pandering to one group and another edition pandering to another. You don't see edition wars so much in most other games because they try to keep to a single audience, for example, even though some people like 2nd edition 40k mroe than 5th edition people don't fight over it because they both are targeted at the same audience.
>>
>>19348671

... ah, you misunderstand.

It's something like either not being able to do something randomly, because DM fait (which often just is the question can i get into position to attempt to shoot them normally with ranged attacks)

or an movement check that I didn't know about before attempting to get to a position, (which if I fail, means I can't use my attack to attempt to damage some monsters)

...
>>
>>19349068
Note, while that theory has plenty of anecdotal evidence it made predictions that were simply wrong. It was based on the idea that the most popular systems would be those with a unified mechanics and appeal to one of those groups despite all of the most popular systems swinging pretty wildly between the groups.

Another issue is that it forgets the group who just want to have some fun with friends. You know, the people who don't want to get really into character or tell a beautiful story but use it as an opportunity to dick around with mates.
>>
>>19331936
>+1 con

Gotta take all those dicks one way or another, lass.
>>
>>19349010
That is patently false, the relative lack of success of the Basic franchise was harmed in its early years by constant reprints.

Holmes Basic was only 3 years old when Moldvay/Cook Basic came out, which itself was only 5 years old when Mentzer Basic came out.

The 1991 Rules Cyclopedia was actually above AD&D PHb on multiple occasions in the Times 100 lists.

Also, in non-American markets, the Basic rules were the only game in town. Japan and China did not get a version of AD&D until the Black Book reprints.

And still never overtook the popularity of the Basic D&D line. Lodoss Wars and The Slayers were both Holmes Basic D&D games adapted to short story then to novel then to comic and animation, not AD&D.

Amusing note, as well, the Japanese, Mandarin, Korean and Lao printings of D&D had an extra page with a table showed how to recreate all the die rolls of D&D with no more than 5d6, since Math Dice were impossible to get in those countries.
>>
>>19348524
>the fighter is a 2 level class, used to qualify for prestige classes or get a feat heavy build under way faster.
No it isn't, because you have the option to take a third level of fighter and nothing in the rulebook implies you shouldn't. There's that awful system mastery again.
Also I'm almost positive those prestige classes that you think make the fighter better either add spells or mostly increase DPR which has never been the fighter's main weakness.
>>
>>19349332

>nothing in the rulebook implies you shouldn't.

Understanding of the game implies you shouldn't.
>>
File: 1338754624860.jpg-(14 KB, 363x321, hehehe.jpg)
14 KB
>>19332689
I don't know why, but I can't stop laughing at that post. 11/10
As for 5e, I don't even give a shit anymore.
>>
>>19349332

>>19349341

Not Told [ ]
Told [ ]
Knights of the Told Republic [x]
>>
>>19349332

If you want to actually win at things with a martial character past level, like, five, you'll only take two levels of fighter.
>>
>>19349341
I know, that's the problem. Some people don't like digging through obscure splatbooks for the best "understanding of the game" possible. While I believe there should be some overpowered content hidden for those who do, min-maxing should not be required to keep up with enemies, especially for a fighter which is unfairly regarded as the newbie class. What would be so horrible about giving the core fighter some class features? Even Pathfinder does that.
>>
>>19348193
>5e is not meant to be grid-centric
have you listened to them talk at all? there's clearly going to be some kind of grid-movement module released that will probably have abilities that affect the grid included within it. they want it to be modular.
>>
>>19349451
>What would be so horrible about giving the core fighter some class features?

Nothing, but if you really wanted to play a martial character and be effective, go Warblade. They even get some fighter bonus feats.
>>
I'm actually listening to a podcast about 5e right now.

http://web.me.com/dragolite/RPG__Rants_and_Raves/Podcast/Entries/2012/5/30_I_Love_Turtles.html

I liked the taste we've gotten of 5e thus far.
>>
>>19349207
>while that theory has plenty of anecdotal evidence it made predictions that were simply wrong. It was based on the idea that the most popular systems would be those with a unified mechanics and appeal to one of those groups despite all of the most popular systems swinging pretty wildly between the groups.

While I've heard a theory alluded to before, I've never actually seen it nor am I referring to it myself. The words "gamism", "narrativism" and "simulationism" have long since become normal words used to describe specific concepts, which they do rather well.

As for the most popular system, the truth is that any sort of theory except market theory would not apply, due to how niche the RPG market is. The most popular system is the one with a recognised brand, followed by the system with the second-most-recognised brand, and after the recognised brands you get systems with such a small following that any form of study based on them will be useless due to the sample being too small.

>Another issue is that it forgets the group who just want to have some fun with friends. You know, the people who don't want to get really into character or tell a beautiful story but use it as an opportunity to dick around with mates.
I'm not surprised it wouldn't get into that, as that group doesn't need to be marketed to at all. For people who don't really care about the game, any half-decent game will be "good enough".
>>
>>19349477

You do realize that having the iconic martial classes be dross, and develop some martial classes that aren't dross, but are basically the same concept as the iconics.... is a terrible idea?

Why not make the wizard suck, and the book mage the rock the earth awesome class?
>>
>>19349423
I KNOW, AND THAT'S FUCKING STUPID.
Some people don't play to win to the degree you're suggesting, but they don't play specifically to fail and be bored either.
It takes a ton of knowledge to realize that the fighter is a two-level class, knowledge that a complete newbie would not have and cannot be expected to have if you want to sell as many copies of a game as possible. I have this knowledge now, but I certainly wouldn't have figured it out on my first try. The game is not just about you and your playstyle.
>>
>>19349493
>The most popular system is the one with a recognised brand, followed by the system with the second-most-recognised brand, and after the recognised brands you get systems with such a small following that any form of study based on them will be useless due to the sample being too small.

That's bullshit. Pathfinder's biggest right now, and it is hardly a recognizable brand. And in the late 90's, Vampire was bigger than D&D but there's no way it had more recognition than D&D.

There's subtleties behind what makes a system good or bad. It just happens that GNS is a shit heuristic for determining that.
>>
>>19349207
>Another issue is that it forgets the group who just want to have some fun with friends. You know, the people who don't want to get really into character or tell a beautiful story but use it as an opportunity to dick around with mates.

I hate when people use that. "Oh, I don't give a damn, I'm just here to goof around, har har, why so srs" is saying absolutely jack shit. Everybody has fun with their friends when they play. Gamists have fun with their friends, Simulationists have fun with their friends, Narrativists have fun with their friends, they all have fun with their friends, that's kinda the point of doing it in the first place. The difference is in HOW they have fun. If a person has fun no matter the method, then they have no point to make when talking about game design.
>>
>>19349585
Well, essentially it's just the Ivory Tower design that everyone hates, applied to classes instead of just feats and skills. Fighter is a trap class for newbs, and real men play CoDzilla or Wizards, or some obscure prestige class version of the above. Whether they did it on purpose or not, it's still incredibly shitty balance and design, and the fact that some people are still clamoring for this sort of thing is ridiculous.
>>
>>19349599
>That's bullshit. Pathfinder's biggest right now, and it is hardly a recognizable brand.

Pathfinder, as every single person knows and not a single person denies, is riding off the success of D&D 3.5. Its market is people who played D&D 3.5 and people who get recommendations from people who played D&D 3.5. It isn't Pathfinder that's a recognised brand, its D&D, which is what people are getting when they buy Pathfinder.
>>
From the playtest material so far 5E to me looks mainly like 3.x / pathfinder with the hard equations removed from PC view and left to the discretion of the DM. Which is IMO a good thing since it stops people from abusing the hell out of those equations like they did in 3.x. Past that it has some 4E flair of at wills and higher HP at low levels thrown in, and some killer 2EA flavor from starting kits (which they are calling themes), It has potential. We will see how it evolves and what hits the shelves come release. I hope they handle multi classing better than they did in 4E but we will see. So far... I'd play it.
>>
>>19349599

Arguably, Vampire is an example of how the GNS heuristic is right. Why did WoD succeed? It marketed to the narrativist players who weren't getting their satisfaction when playing D&D.
>>
>>19349636
Thank you, that's the point I was making.
I've heard "the fighter is a two-level class" before, but always as a warning. I never thought anyone would PRAISE that fact like a STRENGTH of the system.
>>
>>19349687
Which is a slap in the face WotC well and truly earned.

What's more, is that unlike WotC, Paizo listens and works with it's fans. Every Adventure Path is created by people who play, not just some idiots churning out modules. That right there is why PF is succeeding over 4e even before they tanked the system, which was a tragedy because WotC could have done great things with 4th.

They chose not to.
>>
>>19349733
Well, Vampire was by far the most successful of the WoD games, so it appealed to a different sort of dark-and-edgy goth-wannabe demographic as well, it wasn't purely due to design philosophy. Hell, most of my friends who played Vampire in high school (and there were a LOT of them) thought the system was shitty, but the fact that they could play vampires evened it out.

So it really won those guys over due to its setting more than anything.
>>
>>19349584

Well, that's my point. Why not go in ToB's direction with the 5e fighter and give him cool blade magic rather than just "I do more damage"?
>>
>>19349766

.. that's a fine thing to believe is true of PF's modules vs. 4e D&D's but, I am not convinced it is true.
>>
>>19349752

I'm not praising it, I'm just saying that it's a reality.
>>
>>19349493
>I'm not surprised it wouldn't get into that, as that group doesn't need to be marketed to at all. For people who don't really care about the game, any half-decent game will be "good enough".
Well, it helps explain why their theory doesn't sink up with reality. D&D, for example, swings somewhere between gamist and simulationist but doesn't really go the whole hog either way, so it "should" not be doing so well, but people have been playing it for decades because the experience can still be fun. Also, some games base their appeal entirely on lighthearted fun, like MAID.
>>
>>19348968
>The first group is playing a cooperative storytelling game with a loose set of rules to guide the narrative. In this group, the DM assists the story by building the world and playing the NPCs in it.
>The second group is playing a fantasy world simulation to "win", i.e. end up with the best character, most loot, etc. In these groups, the DM is an antagonist trying to use the rules and game structure to screw the players over and limit their success.
I don't know if one of those is supposed to be 3e and the other 4e here. Both systems have mechanics that cater to both groups, and I've seen both groups play them. So yes, it *is* possible to make a game that will please both groups. I do not think it's a useful model.
>>
>>19349733
Because the bullshit theory was designed around explaining the success of games like V:tM. It's a complete self-fulfilling prophecy.
>>
>>19349791
This, basically.
If D&D had allowed and encouraged people to make vampire characters, WoD would never have gotten off the ground. But they weren't marketing to that demographic, so another company stepped it. It has everything to do with economics and next to nothing to do with game design.
>>
>>19349619
It's not *that* easy (although it's pretty easy). You do have to design for these people too. They're going to look for a very simple character that does not require them to learn tons of rules, make difficult choices in play, or act too much. It's not hard to give them what they want, but it has to be done (and I'd argue that 4e failed to do it until Essentials, a small flaw of the system).
>>
>>19349931
>If D&D had allowed and encouraged people to make vampire characters, WoD would never have gotten off the ground.

Oh, GOD, what am I reading?!
Those are two VERY differend games. Just because DnD isn't a vampires game, doesn't mean it would have otherwise obliterated WoD. Good grief, they're so different, both in mechanics and narrativism levels, it's even hard to realise how did someone came to such a conclusion as yourself.

tl;dr: go choke on a dick
>>
>>19349766
>Which is a slap in the face WotC well and truly earned.
Yes and no. Neither of the companies is all white; not WotC who pulled Dragons/Dungeons from under Paizo's feet, and not Paizo who made a lot of money on the work of other people.
>>
>>19350029
Or Paizo who misrepresented the facts of their contract with WotC over the magazines, or Erik Mona, who is the most disgusting person in the gaming industry.
>>
>>19349882
>self-fulfilling prophecy
"Texas sharpshooter fallacy" is the expression you're looking for.
>>
>>19350029
I dunno, even trying to fix all the fucked up shit in 3.5 pretty much made the work theirs.
>>
>>19350052

Casters are still horrifically overpowered in PF.
>>
I never got the big fuss over the Fighter. The thing is yes, there is a certain amount of "system mastery" involved in making a character, but its not like we make characters in isolation. The Warblade covers the class entirely, and no new player is getting "trapped" by the Fighter in the groups I play in because the group simply tells the new guy that the core is the outdated version and there's a better one.

In a sense, there are two versions of 3.5 that play quite differently. There is core 3.5, the older version, and 3.5+sourcebooks, the new version. While it takes a certain amount of knowledge to know the difference, people do have access to that knowledge. We don't sit in our ivory towers and watch the suffering of the noobs, character creation is a collaborative activity. Which is very much an issue in edition wars: the 4e side is fighting against 3.5 without sourcebooks, while what the other side is arguing for is 3.5 with sourcebooks because that's the game they've been playing. In addition the 4e side is arguing as if one player knows what he's doing and another doesn't thus leading to one character being completely overshadowed by the other, while the 3e side is arguing as if people do talk to each other and everybody plays a decent character. We who play 3.5 don't play it like a contest, and we find it bizarre how people assume so.
>>
>>19350052
They copy-pasted three whole books and added their own art and a few house-rules. It's certainly better than Mongoose's Pocket PHB, but it's still very much making money on other people's work.
>>
>>19350026
Not that guy, but most of the folks I knew who played VtM back in the day hated the mechanics, and hated all the ridiculous drama that the system encouraged. The draw was the vampire aspect itself, not anything else. Hell, in many cases the narrativism ended up being a drawback because it resulted in things like "how is the ST going to jew us out of our Morality this week?"
>>
File: 1338758560520.jpg-(148 KB, 640x482, a kobold can dream.jpg)
148 KB
>>19350045
I'm interested in the story behind those words, if anyone feels like telling it.
>>
File: 1338758894393.jpg-(1.53 MB, 2592x1944, 03062012543.jpg)
1.53 MB
>>19310323
and another pic
>>
So, NEW THEORY OF RPG SUCCESS:

The primary things that will make a game succeed and be popular is meeting the character role that the players want, followed by things like writing, setting, and support. While narrativist players, gamist players, and simulationalist players do exist as categories, they will inevitably play the same sorts of games anyway as the functions of the game are not the primary draw.

What do you think?
>>
>>19350238
No. It's about constantly re-hashing the same material for the same audience, because that's what they want for the next 20 years, and shun those who would want something different. See; Pathfinder, 5e, Retroclones.
>>
>>19350238
I don't think you can have a theory about RPG success, least of all a monocausal one, and that if you tried to sketch one, such things as the economy it is published during, the finances of its mother company, and perhaps most of all success of advertising should be more influential than the design of the game, as long as the design passes some minimum standard of "playable".
>>
>>19350238
You are wrong.
>>
>>19350261

I don't buy that, for the simple reason that even D&D and WoD were new at some point. Simply being long-running isn't enough to be successful either, as for example Palladium has been published for longer than many other games and its sales are still very tiny. Keeping to the roots of your brand may be important, but what creates those roots in the first place?
>>
Let's shift away from the constant debate of whether 4e was successful, and ignore what might come out of 5e right now. Let's play the what if game. Using the article from >>19338882
, what happens if 5e doesn't break the barrier? Has Hasbro just decided to let D&D run as it is, being glad for what it gets? Will the RPG line cease for an unknown amount of time while Hasbro pushes board games/novels/vidya? Will D&D get sold? And if it get sold, who will they sell to?
>>
why is this thread still here?
>>
I hope more people move from D&D to Earthdawn.
>>
>>19350463

Because it was stickied.

Why was it stickied? Because the mod is a faggot.

Why didn't he take it down yet? See above.
>>
>>19350079
Spell Resistance. My party's wizard has spell penetration and makes just under half of his SR checks. Casters are weak up against a single creature encounter.
>>
>>19350502
You're doing it wrong.

If you're really dumb enough to have not prepared for monsters with SR, you deserve to fail against them. Conjurations tend to ignore SR and buff spells can't be stopped by it.
>>
>>19350456
Hasbro is never going to sell. AFAIK they hardly ever do, and in this case it would be stupid of them to do it: the name is too valuable even if the RPG line dies. Maybe ten years from now they'll stick it on a movie or boardgame or something and make millions.

My guess: D&D stops all activity beyond reprinting 5e core books. Other 5e books become available as PDFs. (A little optimistic given WotC's record but it's the right decision to make.) A skeleton crew keeps the website alive by publishing articles that are primarily unpaid player-generated content. Marketing, convention presence etc. drops to zero.

Years down the line, an attempt is made to revive the RPG. That game uses whatever technology is now commonly available and takes inspiration from the popular video games of the era, and so it looks nothing like previous editions. Maybe it sucks, maybe not.
>>
>>19348763

I don't really care about everything else that's wrong with the game when I already know the game is being designed to explicitly piss me off ... I won't pay money for that.

Mother May I is design intent, DCs are not fuzzy because they haven't been nailed down yet ...

"Skills and Common Tasks: One of the biggest conceptual shifts in these rules lies with skills. Skills are now floating bonuses that you apply when you attempt a task related to that skill. Otherwise, determining a DC for how to resolve something is fully within the DM's hands."

MEARLS!!!!
>>
There is only one thing I want to say. I am excited by the new stuff. Complete opposite of what happened to me with 4e. Whether it is viable to achieve what they are hyping is another matter altogether.

As for >>19350456
D&D is worth too much. Most likely they will either license it out just for RPG or more likely scale down design and switch to slow production mode where we are editions freeze for a long time.
>>
>>19350502

This just makes playing certain types of casters annoying, rather than doing anything to actually fix the system.

Question: Does Pathfinder do anything about the dependence of non-casters on magic items? Because that was a MAJOR problem with 3.5.
>>
>>19350469

Why should I? I mean honestly tell me more if you think so. My biggest pev is mechanics built around the fluff of the setting if I don't like the setting, is it one of those types of games?
>>
>>19350469

I hope they move to [spoiler]Fantasy Craft[/spoiler]
>>
>>19350611

It's funny because one of the few things about 3.X that was really good was the skill system.
>>
File: 1338761782408.jpg-(43 KB, 323x380, ist2_2974594-fun-loving-party-(...).jpg)
43 KB
Okay, what are the core races? What are the core classes? What's the non-combat system like? How are the settings going to be changed?
>Why didn't 4e ever get a Book of Erotic Fantasy?
>>
>>19350692

Okay, so, spoilers don't work here.
>>
>>19350699
Bullshit. 3E's skill system is one of the least functional, most limiting skill systems any RPG's ever had and it's worse off than either of 2E's NWP systems.
>>
File: 1338762045586.gif-(680 KB, 222x139, wait what.gif)
680 KB
>>19350699
You can't possibly be serious.
>>
>>19349752

The point wasn't praising that fighter was a 2 level class ... the point was that having a fighter with very limited options is not a way to make 5e like 3e, because 3e simply moved away from the fighter period in the later stages. Any similarity between the fighter in the playtest and 3e is irrelevant, because the fighter class itself became irrelevant in 3e.

This is why the playtest is actually trying to hark back to AD&D more than 3e ... 3e was had an insane power curve, with simulationist rules (although not realist) and super-high magic ... and yes it was also overly complex and broken.

The playtest is none of that, except broken ... which is why they are not actually going back to 3e, at least not what it's fanboys recognize as 3e. They are harkening back more to the earlier versions ... and basically trash talking 3e (again).
>>
>>19350737
>>19350742

It's better than the skill system they don't have in 5E.
>>
>>19350777
No, it really isn't. 5E's skill system at least has the potential to be good in the hands of a reasonable DM, whereas 3Es system needs a complete overhaul or else it holds back games with reasonable DMs.
>>
File: 1338762316325.jpg-(25 KB, 270x270, 1335741854898.jpg)
25 KB
>>19350777
The near-lack of a skill system of 5e is preferabel to the bullshit of 3.x.
>>
>>19350777
It really isn't. Don't get me wrong, I'm no fan of the 5e skill system, but it's hard to be worse than 3e. At least the 5e fighter can be competent in all the stereotypical fighter stuff and half-decent at a couple other things.
>>
>>19350699
Better than previous editions? Arguably so, it was nice to be able to know what your character can actually do outside of combat (and in combat).
Really good? No way.
The 3e/3.5e skill system was buggy from the get-go, making it so that many skills simply didn't have a use aside from fluff reasons, which while we all enjoy having such skills it's painfully annoying to know that "Oh well it seems my character can't swim very well because they need to be able to know what monsters are like, how to forage for food, and be able to tumble in and out of melee without AoOs, as well as use points to specifically show off their teachings as a chef."
Of course this could be negated some through the meta-game simply by giving people different skill roles, but at the same time it really shouldn't be an issue.
But every skill system suffers severe problems, I just wished to point out 3e/3.5e's isn't by any means "really good".
>>
>>19350679

No but there is a far greater number of partial casters available to play from who can use their spells to buff themselves in combat. :p
>>
>>19350826

I feel that PF is an attempt to patch leaks without actually fixing the hole, if you catch my drift.
>>
>>19350790

Not just a reasonable DM. A reasonable DM and an entire group of reasonable players. Never seen it in two decades in three cities.
>>
>>19350611
Shit like this is going to make me not pay for this game. I mean, I DM, but fuck, don't I have enough to do when I'm NPCing, writing and run encounters and social happens, and trying to keep 4 people who can barely concentrate for more than 10 minutes engaged for a number of hours? I mean, having the players asking me if they can do something at every turn is just going to slow me down.
>>
>>19350846

This is why I like 3.X's skill system, it gives very clear definitions as to what a character can and cannot do. 5E's system just seems ripe for abuse on all sides.
>>
>>19350839
Paizo has really only fixed the most obvious problems that ALSO have easy fixes. There's still oodles of shit from 3.x that remains unfixed, either because they simply don't know how and are afraid to try, or because they think it's a "feature" and keep it in on purpose.

It's better than playing 3.x, but that's like winning the Special Olympics.
>>
>>19350839

Drift caught indeed. To be fair they don't know a damn thing about game design. Setting design and adventure design I'll give credit where it is due and say they do a good job, mechanics themselves? Not so much, not based on the APG classes. Fun to play? Yes. With the execption of Wizard, Sorcerer and Cleric have I seen anyone play a PHB class since that book came out thus confirming how stupidly broken they are? Yes.
>>
>>19350859
>it gives very clear definitions as to what a character can and cannot do
But in such a way that most characters can do only a couple of very specific things well, and everything else not at all. And it's a labyrinth full of trap options (let's put a point in everything! let's focus on Use Rope!) for anyone who doesn't have system mastery.

(And there's always a spell that does exactly what you're trying to do without even requiring a roll, of course.)
>>
>>19350873
There used to be open discussions on their forums about how they really should've revamped the combat rules entirely to revamp the action economy back to a 2e standard or at least something based off of it.
I believe it was James Jacobs who said they had considered quite a few options including that, but when their major marketing thing was backwards compatibility (at least at the start) they really couldn't do it then.
Though he did express interest in pursuing the idea of completely revamping a lot of the rules down the line to get rid of more major flaws in the system.

Of course this would kill the whole concept of it being a 3.75e but hey, gotta break some eggs.
>>
>>19350859
It depends on what you mean by 3E's skill system.

3E was extremely good about defining DCs for different skills. The DM for any d20 game (including 4E and 5E) benefits from familiarity with the 3E skills.

The allocation of points per level however was an ass mechanic. 4E/5E handle choosing skills much better.
>>
>>19350914

As has been said before, trap options don't really exist because in an ideal playgroup there will be one or more people who have experience with the system and actually understand what they're doing.

>(And there's always a spell that does exactly what you're trying to do without even requiring a roll, of course.)

This is a problem with the spell system and not the skill system.
>>
File: 1338763384950.gif-(164 KB, 956x1182, 1309967271693.gif)
164 KB
>>19349619
Maybe I should build on that a bit.

Look a a system like Motherfuckin' Crab Truckers. The system itself is so simple that it fits in one paragraph and is actually very narrativist. Everything is abstracted. But people won't be sitting down to play MCT to tell deep stories. The appeal of the game is just the fun of being a giant crab man trucking across the country. For a less extreme example, MAID is about playing animu style maids working for a Master. The appeal of the game is the charm of the concept itself.

Similarly, look at D&D. Some players play to tell a story, some play to have a fantasy combat simulator and some play to immerse themselves in a fantasy, but a huge part of the appeal of the game is the fact that you get to feel like a bit of a badass and stab/punch/fireball orcs in the face.

Basically, while everyone goes roleplaying to have fun, there are more ways of having fun that telling a story, playing a tactical game or immersing yourself in a world. Trying to simplify it down to three sources of fun will lead to a lack of understand of why some systems are so popular. Also, generally simple systems are better for lighthearted fun, so it's something for game developers to consider as well.
>>
>>19350961
> trap options don't really exist because in an ideal playgroup
Let me stop you right there.
That is NOT true. Someone going "This is a bad idea" doesn't stop trap options from existing at all and you're deliberately ignoring groups completely new to the game. They absolutely do exist and do hurt the game, and I've seen it happen multiple times.
>>
>>19350914
>And it's a labyrinth full of trap options (let's put a point in everything! let's focus on Use Rope!) for anyone who doesn't have system mastery.

See >>19350092

Characters are not created in a vacuum, everybody has system mastery because system mastery is shared. Some skills are more useful than others, its true, but it isn't so much an issue as detractors make it out to be. At most, it just means skills like Use Rope are ignored.

"Mother May I" is a bigger problem, where nobody has system mastery because the "system" is your DM's whims, and you cannot know what your character can actually do when you choose something.
>>
Gary Gygax: The Legend
http://www.youtube.com/watch?v=C2fxUvbHzoo
>>
>>19350983
>you're deliberately ignoring groups completely new to the game.

They will learn from experience. Or, you know, they will go on /tg/ and be told to only take two levels of fighter because fighters suck.

>>19350987
>"Mother May I" is a bigger problem, where nobody has system mastery because the "system" is your DM's whims, and you cannot know what your character can actually do when you choose something.

This. The DM is an arbitrator and storyteller, he shouldn't have complete control of all game mechanics.
>>
>>19350942
I loathe many things about 3E that made it into Pathfinder, but I really appreciate their approach to it. While I can understand rebooting an old and dead system, for the most part new versions should grow from what's established and not just constantly rip out the foundations or change things for the sake of change.

D&D has a serious fucking identity crisis right now just because Hasbro refuses to show some restraint.
>>
>>19350961
>As has been said before, trap options don't really exist because in an ideal playgroup there will be one or more people who have experience with the system and actually understand what they're doing.
Not only is this a terrible argument (the system is fine because if you work hard you can sort of fix it!), it's also false. You probably have system mastery and can help out in your group, but the world is full of players who DON'T visit D&D forums and learn the truth about the system.

It's also false because in many ways it CAN'T be fixed by remaining within the rules. Fighter has 1 or 2 skill points per level, and he needs around 10 to be good at all the stuff you would reasonably expect a non-retarded fighter to be good at. You can put your points in the two skills you'll use most often, but that won't change the fact that your fighter won't be able to climb, ride or intimidate at all.
>>
>>19351023
>Or, you know, they will go on /tg/ and be told to only take two levels of fighter because fighters suck.
Except when I tell people not to do this because there are alternatives that will help them have fun, some faggot comes out of nowhere and starts trolling the thread with "HURR DURR MINMAXERS!" and these people *actually make an impression on the new players*! I've met so many people who actually believe that Fighters are okay, Psions are completely overpowered, and that Druids are totally balanced solely because of people who don't know what they're talking about.
>>
>>19351029

If none of my players have Climb at all I'm not going to put obstacles that they have to climb over in my games.
>>
>>19351052
This reminds me of the PF thread where the DM killed a Paladin in heavy armor by putting him in a situation where he had to have ranks in Climb to accomplish anything when he knew he had none, then blamed him.
>>
>>19351052
This isn't a video game. Players will want to do more than roll the exact skills you've laid down on a nice straight path. And then they'll find out that Bob the fighter can tumble and spot and NOTHING ELSE.
>>
>>19351029
>It's also false because in many ways it CAN'T be fixed by remaining within the rules. Fighter has
Fighter is replaced with Warblade, which has more skills as well as less need of them. Yes, the Fighter class is terrible, because it was made back when they were just starting out and still getting a feel for it. Saying that 3.5 is bad because Fighter is as silly as saying D&D as a whole is bad because AD&D Skills and Powers.
>>
>>19351084
>Players will want to do more than roll the exact skills you've laid down on a nice straight path.

The trick is making it seem as though the path isn't straight.

Also, usually at least one party member will have Climb and they'll be able to lower a ladder or something. Characters form adventuring parties because they have skills that complement each other, you know?

Finally, Climb, Swim, Balance, etc, can all be used untrained, and the DCs rarely go so high as to be impossible for a high Str/Dex character (like a Fighter will probably be) to accomplish.
>>
>>19351052
Really? Your entire game world would exist as a bowling ball simply because your characters have minmaxed to the point of being useful? Well, I guess, man...

But personally I'd prefer a game system that allowed my characters to be competent at things that aren't combat-related so that I don't have to build and entire world just to compensate for their weaknesses.
>>
File: 1338764421482.jpg-(171 KB, 600x389, Colorized burning monk photo.jpg)
171 KB
>>19351050
Scratch that, I've met multiple people who independently came to believe the MONK was overpowered. It's an easy conclusion to make when you haven't analysed the underlying math: it has free extra attacks, free movement, tons of bonus abilities that look cool... It has to be good, right?
>>
>>19351084
>And then they'll find out that Bob the fighter can tumble and spot and NOTHING ELSE.

The important skills can be used untrained, and often are, and it doesn't take much to succeed in them. Your perspective sounds an awful lot like you're speaking from the perspective of someone who has not actually played.
>>
>>19351134
No it's not, because a great many people who play or played 3e did so with PHB only, or with splats that did not include that weird late-3e Bo9S.
>>
>>19351161

I once played with a guy who only played monks. He truly believed himself to be amazing and powerful, even though he was always the weakest party member and made extremely questionable decisions like buying up an enormous amount of harpoons because they did more damage than spears.

>>19351179

My group downloaded a massive torrent of every 3.X book ever printed.
>>
>>19351173
>and it doesn't take much to succeed in them.
This is not true at all because of how small stat bonuses are. If you're rolling against DC 10 or so, sure - but consider that you have to challenge the GOOD people in the team that have said skill, too, and it all falls right the fuck apart.
>>
>>19351179
>No it's not, because a great many people who play or played 3e did so with PHB only, or with splats that did not include that weird late-3e Bo9S.

A great many people did a great many things, and that matters not at all. You are arguing that 3.5 is bad from the perspective of core-only, and the other side is arguing 3.5 is good from the perspective of 3.5 as a whole which is how they play it. 3.5 has not been "just the core" for a very long time, and arguing against core only D&D 3.5 is arguing against a different game altogether than what the other guys are playing and talking about.
>>
>>19351137
>Characters form adventuring parties because they have skills that complement each other, you know?
And that's cool, but individuals should also be skilled to the level you'd expect fantasy adventurers to be. And for the fighter, that covers a good 10 3e skills, because of how specialized and restrictive they all are.

>>19351173
>The important skills can be used untrained, and often are, and it doesn't take much to succeed in them. Your perspective sounds an awful lot like you're speaking from the perspective of someone who has not actually played.
And you sound like someone who knows very little about the system. As a quick look at the rules will remind you, the DCs actually tend to be very high. This is not helped by the d20's huge variance. If you want to consistently succeed a medium-difficulty check even under stress, you need 12 in Climb, 7 in Jump, 12 in Ride and, oh, a good 20 in Swim. And then there's all the skills like Hide or Bluff where the DCs actually scale with level when you face level-appropriate enemies, making you useless unless you spend a point in them every level.

(Incidentally, it doesn't help that you need a good familliarity with the system to get all these numbers. There isn't a default number of points you can put in any skill to be truly competent; sometimes it's 7, sometimes it's 20.)
>>
>>19351237
I am arguing that the 3e skill system is terrible, and it's actually still terrible regardless of the splat books you use. I am also arguing that the game is bad for anyone that doesn't have a lot of system mastery and uses a lot of splats, which is the case of many a group that plays it RIGHT NOW.
>>
>>19351237
>You are arguing that 3.5 is bad from the perspective of core-only
Actually, he's arguing that 3E's core is shit and that many people play core-only 3.5 - which is true and any trip into another 3E thread on this board can confirm, as many people DEFEND this shit for the most stupid reasons.

Everyone knows that non-core 3.5 can actually be good because they learned "Oh shit, we screwed up!" somewhere along the line and stopped putting out bullshit.
>>
>>19351236
>every challenge you present must challenge the whole team equally!

No, that's silly. If a person has a lot of Climb ranks they will be using it to get into things that are actually difficult to climb, like the walls of a tower, which is going to be the challenge for that character, not all of them. People were acting as if a character without ranks in Climb will not be able to get around normal obstacles, that they "can't do anything", which is untrue.
>>
>>19351248
>As a quick look at the rules will remind you

Confirmed for bad DM who would let official rules get in the way of the purpose of the game which is to houserule just enough so the core rules are just a framework for you and your friends to have fun.
>>
>>19351262
> as many people DEFEND this shit for the most stupid reasons.
And that's the people who are already on the web and exposed to contrary opinions. Fact is, a lot of groups don't care about D&D enough to do fucking research before play. I know decades-old groups who still believe casters aren't /really/ overpowered because a good fighter could kill one.
>>
>>19351278
>The 3e skill system is good if you don't use it.
Well I can't exactly disagree.
>>
>>19351291

It has a good concept but bad execution, just like pretty much everything in 3.5.

Except casters. Fuck casters.
>>
>>19351262
>Everyone knows that non-core 3.5 can actually be good because they learned "Oh shit, we screwed up!" somewhere along the line and stopped putting out bullshit.

Then we are actually in agreement, although "everyone knows" isn't correct, as some 4e fans try to argue that people who are playing 3.5 are only doing so because they don't like change or never played 4e, neither of which is true. People play 3.5 over 4e because, over its long run, 3.5 has become a game that got better and better, and when 4e came and decided to make something new they made something worse. I agree, core-only 3.5 is pretty bad. 3.5 as a whole, is very good.
>>
>>19351291
All core rules of any system should merely be a "point of reference" framework to run in a certain system. That being said, d20 probably even more so because of the shitty system it's based off of. But that does lead to some events where the odds seem out of your favor but your group pulls it out with a clutch roll making the group feel like they have accomplished more. People should take what's in the core rulebooks with a grain of salt and realize they publish a book without any context of the situation what-so-ever and it should be used as a framework based as such.
>>
>>19351299
What do you think is its concept?
>>
>>19351299
The basic idea of "we have some skills that you can put points in every level" is the only thing that's workable. And that's hardly unique to 3e, practically every system has some form of that. EVERYTHING about 3e's implementation is bad, from wildly varying DCs to certain classes getting far too many or far too few points, to the skills themselves being hyper-specialized to the point of uselessness in some cases (use rope) or incredibly useful and mandatory (ride, swim, etc). A throwback to the NWP system in 5e is nice, but it suffers from the exact problem that it had in 2e... instead of being incredibly reliant on skillpoints with stats as a bonus, it's back to being incredibly reliant on stats with points as a bonus. There is no middle ground, apparently.
>>
>>19351333
I disagree. There are many systems which are designed around making sure you follow the damn rules as closely as possible. Look at Shadowrun, for instance.
>>
>>19351278
>the core rules are just a framework for you and your friends to have fun.
Moving the goalposts, are you?

>Finally, Climb, Swim, Balance, etc, can all be used untrained, and the DCs rarely go so high as to be impossible for a high Str/Dex character (like a Fighter will probably be) to accomplish.
>The important skills can be used untrained, and often are, and it doesn't take much to succeed in them.
>>
>>19351386
>certain classes getting far too many or far too few points
On this I'm not so sure. Far too few is obvious, the core Fighter has two+int which is the lowest you can get, but for the most part the number of them makes sense. Full spellcasters get the minimum because they don't need skills, normal classes get 4+int or 6+int which is fine, and the only classes that could be said to have "too many" would be Rogue and Scout, but that's kinda their schtick and doesn't feel like an overly large amount for their role.
>>
>>19351331
> I agree, core-only 3.5 is pretty bad. 3.5 as a whole, is very good.
No.
It's not very good at all.
It's good if by "as a whole" you mean ignoring a lot of the shit.
But if one were to take all wotc 3.5e material as a whole they'd see it's a shite system with incredible inconsistencies between books.
Hell even saying "well let's only count stuff from the last year of production for it" leaves a lot of shit in the pile.

Which takes back to the original argument in that while there are SOME aspects of 3.5e that were good, as a whole and in its execution the system is okay, not very good, not very bad.
>>
>>19351522

Fighter should have had 4 skill points, and that would have been fine, I think.

The major problem with the Fighter is how much they overvalued feats.
>>
>>19351464

You do realise that its two different guys, right? The one you replied to is not the same as the one you quoted. Accusing people of moving the goalposts is rather stupid, as different people have different arguments and there isn't even a clear "my side, your side" divide. From here, it looks like the "just a framework" guy is even a fan of 4e rather than 3e, because the smae argument is used by this post
>>19351333
who seems to dislike 3e's system. But its hard to tell so I don't make assumptions. You shouldn't either.

tl;dr: they're two different people you moron
>>
>>19351522
There are a couple of classes (prestige ones, mostly) in some of the splatbooks that have int as a primary or secondary stat AND almost rogue-level stat points. So they end up having more points than they know what to do with, unless they blow them all on cross-class skills or something.
>>
>>19349844

>>Also, some games base their appeal entirely on fetish play, like MAID.

Fixt
>>
>>19351563
Not even, if you carefully picked your feats avoiding every trap you weren't forced to take to get the good feats, had the right stats in the right areas and relied on a combat gimmick like spiked chain tripping, you would have something that was almost decent in the realm of role protection.

That said, you boost his SP up to 4/lvl, give him spot and listen, and disallowed the "5-foot step to avoid AaO's" movement rule, and you had a fighter who excelled at his job without taking anything away from his allies.
>>
>>19351563
>Fighter should have had 4 skill points, and that would have been fine, I think.
I disagree. 3e skills are CRAZY subdivided. A 4e fighter has the equivalent of six 3e skills and if anything that felt too little.
>>
>>19351594
If they're two different people, they won't mind.
>>
>>19351674
One thing you do to fix 3E skills is to give them a skill point for each + the have in every ability score useable only for skills keyed to that ability score.
>>
>>19351632

Well, what I'm saying is that most feats aren't nearly as powerful as WotC clearly thought they should be given how few most classes get and how they are literally the fighter's only class feature.
>>
File: 1338767424272.jpg-(9 KB, 150x100, what is the next poster.jpg)
9 KB
Play what you fucking like people. Is WoTC climbin in yo windows snatching yo books up? No? So it's not time to hide your books, hide your dice.

Get the fuck over yourselves.
>>
>>19351700
Could you rephrase that? This sentence seems broken.
>>
>>19351724
I think he means a fighter with 18 str, 14 dex, and 16 con gets 4 strength based skills, 2 dex based skills, and 3 con based skills.
>>
>>19351713

Quiet, we still don't care about 5e. We're arguing over the existing games here, haven't you noticed?
>>
>>19351797
That doesn't actually fix the problem of crazily subdivised skills, and it means skills that make complete sense for a class (say, fighters and Intimidate) aren't available at all. The quick-n-dirty way to fix the 3e skill system is simply to give everyone a LOT more skill points. Like, 6/level should be the absolute lowest (and not what fighter gets, because god knows fighters need all the help they can get).
>>
foes anyone actually like using skill points
>>
>>19351974
I hate them when they're as granular as in 3e or in % systems.

If your skill ranks vary between, say, 0 and 6 (as in FATE) then they can be fun. I'm also fine with binary skills (you're trained or you're not). The important thing is that the smallest choice you can make should be big enough to matter.
>>
>>19352017
right, 3.5 was what i was referencing and it sucks, a lot, but people seem to be beholden to it for some awful reason. if the differences for training in skills are individually significant and don't require a ton of bean counting, that's fine but it hasn't been done nicely in d&d
>>
>>19352063
4e does it well. The 4e skill system has problems of its own (mostly unwanted consequences of adding ability score modifiers to the skills) but at least skill training is always significant.
>>
>>19351974
3E's? I don't, but I knew some guys who did.

These are guys who played their characters all the way to 20 and kept going (I don't know if they used epic rules; probably did eventually). Their campaign contiguously ran for years. These guys really embraced the complexity of 3E and were the most successful D^D group I have ever witnessed.

They enjoyed 3E skills. I don't think 'normal' people do though.
>>
I still play 1e and refuse to play anything else.
>>
My entire playtesting group loved it.
>>
>>19349207

Woah, that's so wrong that I don't even know where to begin...
The theory (The Big Model, wich obsoleted the GNS) just says that different group of players play games for different reasons and proceed to describe of playing a game works and other celebral things.

That's it. Its authors on the other hand do not say that a popular game cater only to a specific set of groups (that's silly). In fact they say the opposite, they fully understand that a game like that cannot be popular, they even give advice on how to cut costs to make at least something to resemble a profit.
They say that it's better to design a game wich caters to a specific subset of groups, because trying to cater to "All the groups all the time" (just like 5th) is the quicker way to make a shitty game...
>>
>>19353060
and mine hated it. so I guess that means half of the people hate it and half of the people love it.
Oh wait, it means nothing since such small samples mean nothing.
>>
So about 5e:

Skills: Okay
Classes: WHY
Combat: Needs to be simplified, a lot.
Magic: Doesn't seem to deliver.
Customization: Needs work.

>Combat
Avoid proliferation of ranges and status effects. 13th Age went with Melee, Near, Far and OoRange. Just 2-3 status effect for combat related to saves or adv/dis should be enough. HP die? Really?
>Magic
Deliver on what was promised with scalable spells. Keep the formatting simple.
>Classes
I wouldn't mind if tiers got smaller. Either tie a resource mechanic (stat-save based?) to that which can use it or go the scalable effect route.
>>
I'd like to request a list of what people think is bad so far.
>>
>My group ran a custom campaign that I came up with, but still stuck to the rules.

Do you think this was a bad idea /tg/? We haven't come across any problems yet.
>>
>>19353292
From our group's playtest:

-The fighter. Absolutely everything about him, from damage to durability to tactics to noncombat usefulness. "Where's the second page?"
-Saving throws for all stats, but only will/reflex/fort actually matter.
-Spell balance. Spiritual Hammer is beyond overpowered, for instance.
-Advantage/disadvantage, the math has been discussed excessively and it's always bad for the players.
-Armor rules are borked, especially for medium and heavy.
>>
>>19353292
-Fighter
-New saving throws and DCs
-Spells are fucking ridiculous
-Advantage/disadvantage, for reasons that have been stated extensively
-Medium armor is mathematically inferior to both Heavy and Light armors. Except for Dragonscale, which is ridiculously good.
-Lack of combat options other than "hit it until it dies"; the rules don't provide for anything other than that.
>>
>>19353342
>The fighter. Absolutely everything about him, from damage to durability to tactics to noncombat usefulness. "Where's the second page?"

Our Fighter did 36 damage on a critical in one swing and killed a guy. We think the fighter was pretty OP, but taking into account that the Cleric is Laser Cleric, we didn't mind too much. Tactics? I'm not sure what you mean. Noncombat usefulness is kind of a thing that Wizards did to the character I think...they made him low CHA, so he's kind of sucky outside of combat. You could change that in character creation. I'm not sure if he needed a second page, everything else was explained in the "How to Play" pdf or "DM's Guide"

>Saving throws for all stats, but only will/reflex/fort actually matter.

In our games this had a lot to do with being LVL one, so I think if they had released lvl 5 characters it wouldn't have been so bad...

-Spell balance. Spiritual Hammer is beyond overpowered, for instance.

Aw man yeah, but the fighter does damage if he misses too. I'm getting the feeling that just ALL classes get buffed. If that's the case we're going to get a more "Exalted" feel I'm sure.

-Advantage/disadvantage, the math has been discussed excessively and it's always bad for the players.

Advantage and Disadvantage are a crazy idea that get kind of silly some times. We decided not to use them.

-Armor rules are borked, especially for medium and heavy.

Oh heeeellll yeah.
>>
>>19353439
Well in our playtest the fighter did good damage but didn't have any staying power. So while he got big numbers, his overall damage was much lower than the rogue simply because we had to do emergency medevac almost every fight. Glass cannon, but too much glass and not enough cannon.

Oh, and also
-No swarm rules. You have to kill all of those rats one by one, or just let the wizard win the encounter for you like he does every time.
>>
>>19353439
The fighter puts up decent numbers, sure, but he's a goddamn glass canon. The Cleric has a better AC, can heal and buff himself and puts up almost as much damage.

If you think the fighter is OP, your group probably isn't playing the casters to their potential.
>>
>>19353548
Oh don't get me wrong, our Laser Cleric did like...30 damage to an undead monster in one go so I'm comparing the fighter to everything BUT the cleric.
>>
>>19353662
Your Wizard should still have been shutting down encounters.
>>
>arguing about balance in 5e when they say it's not a test for balance
>>
>>19353724

Right, okay, they were testing the advantage/disadvantage, as well as whether they can get away with having few rules. For the former itslowed things down, was kinda pointless, ended up being very much to the detriment of the PCs, and for the latter fuck no, minimalism just means lack of swarm rules and a boring, shitty Fighter.

So, conclusion from this test: smack the person behind this upside the head.
>>
>>19353807
couldn't disagree more, honestly. Granted, I was the one DMing it so my experience is pretty different from that on the player end, but I liked not having to worry about so much bullshit quite a bit and I don't see how advantage/disadvantage slowed things down more than having people constantly forgetting what their attack bonus was supposed to be
>>
File: 1338779137490.jpg-(197 KB, 600x600, 1337297508302.jpg)
197 KB
they need to stop creating new editions and go back nd finish what they have.

DnD 2.0 becomes "D&D Classic" or "D&D lite:a fast fresh fun to get into role playing, all the adventure you love and none of the minimaxing/numbercrunching/4 hr long battles you hate.

DnD 4.0 becomes "D&D War" or "D&D Wargamer" All the rules and classes and builds you can think of with errata's, updates, buffs and nerfs designed to keep your game fair, balanced and detail oriented.

whatever they do let's not have one foot in both ponds because when the lightning strikes it's going to ruin the game. By calling whatever whole new game they create by calling it D&D they are shoehorning people into buying into it and abandoning their previous collections that they spent $1000+ on.
>>
>>19354068
Last I checked, people's copies of every previous edition of D&D are still usable.

There's absolutely no NEED to change systems just because a new one came out. If the game was good enough for you to play while it was being supported, I'd figure it's good enough to play while it ISN'T being supported.
>>
>>19354068
Books cost money to print. Hasbro wants as much money as possible. Splitting d&d into two different brands fractures their playerbase into buying less books because anything they print for one brand is going to be ignored by people who play the other one. That's a bad strategy.
>>
>>19354068
But what if I want a game that's light and fast, but doesn't require me, as a DM, to have to decide on how a bunch of shit works mid-session, and gives the players a broad and balanced set of rules for playing a fun game? Easy for the DM, easy for the players, the best of OD&D with the best of 4e. Where's my game?
>>
>>19353342
>>19353397
These are probably the best criticisms of the system, as it stands. I have to agree with all of it.
>>
>>19354214
Of course you do, you're at least one of those two posters.
>>
>>19354342

Of course I am. I'm also >>19341411, >>19340361
and >>19339953. And you.
>>
>>19354146
You playtest the 13th Age.
>>
>>19354364
Wait, is that playtest open?
>>
>>19354214
Well if he is, then we have a hivemind. I'm the other one, and I was amazed that he had practically the same list I did, in the same order.
>>
>>19354378
No, Second round of application just closed.
http://www.pelgranepress.com/?p=8061
>200 request
How many are they acepting? That seems awfully low
>>
>>19354494
I think you can only process so many playtest reports. Aren't most RPG playtests like a hundred people, max?
>>
>>19354494
Curses. Because I think I would buy this over basically anything on the market. or 5e. I mean, they actually have a dialogue going with their playtesters, and they actually care about the bad stuff, not mindlessly repeating what people liked.
>>
>>19354599
Part of it is the freedom they have to do a whole new/old d20. They reduced levels to 10, removed distances elegantly, integrated RP trappings and gave you a pseudo-setting through Icons, where you decide how they relate as a whole.

>http://forum.rpg.net/showthread.php?624717-Let-s-read-13th-Age-Playtest-first-round
Just from reading this I have a hankering to devour lisst of spells and feats. That lwasy seemed like a chore.
>>
>>19354146
Don't play GURPS.
>>
>>19354733
>>19354146
Play GURPS, just do it with cinematic combat.
>>
>>19354594
How many playtesters do you think D&D Next got?
>>
>>19354754
I have my doubts that they're really 'playtesting' at all. Doing such a release en masse causes issues to be drowned out as noise. (Maybe they want that so they have an excuse not to fix shit.) Plus, it's hard to properly playtest with such a limited amount of material. It's more likely that this is all PR, a 'you made this edition!' deal, which has failed miserably because even the densest parts of the fanbase realize it's a massive shell game.

All they've really accomplished with this is further division of the fanbase and everyone getting really sick of D&D in general. Only the really gullible and/or the really unable-to-grasp-mechanics actually like this edition unconditionally, otherwise, everyone else ranges from conditional enjoyment to complete hatred. And even if you DO like it, you've got to admit - you didn't do jack and shit to help them create this damn thing, and you never will.
>>
>>19354741
But, GURPS isn't what I'm looking for because it requires DMs to pick and choose material, then pick and choose what of that material the players can take, as not to break the game, and has a simluationist focus which I care nothing for. I mean, it's like Savage Worlds if I wanted to have extra homework.

>>19354705
Okay, that's basically awesome. I've been thinking for months that having if having a 1-10 campaign is rewarding, why even have the 11-30 levels, if I can recreate those in the first ten? My biggest question is how much the Icons play a role in the game, and how much is it divorced from the setting, so I can, like, play Eberron or Dark Sun with the same system.
>>
>>19354849
>My biggest question is how much the Icons play a role in the game, and how much is it divorced from the setting, so I can, like, play Eberron or Dark Sun with the same system.

They just give them to you so you can decide which are their specific objectives, locations and backgrounds. You can fluff it beforehand, leave it to your players during character creation or wing it as you need them.

If you want another setting you just redefine or create the proper Icon. They are being vague because they expect you to homebrew and adapt shit.
>>
>>19354826
If they release 5E at gencon this year then I'll believe you, but otherwise this seems reasonable for being a year+ away.

This kind of playtesting all they really need to figure out is what's 'fun' and not. I don't see how it's so hard to parse that information from the crowd.
>>
>>19354826
You're probably right, but I think it's a bit early to be spouting that off so firmly. I mean there's only been one round of playtests. Wait until the end of the month when the second round comes out and nothing has changed. Then you can say that they are ignoring the fans with some authority.
>>
>>19354984
Dude, have you SEEN the crowd? I'd be surprised if people here could agree on having swords in the game, let alone anything else. Plus, most players aren't exactly the best at describing how a game actually WORKS, which is generally the end goal of an actual playtest. At best, they're trying to find out how many people like it, but they've used mind-bending logic to justify their actions in the past regarding Next, so I'm not exactly optimistic.

They've been working on this game a good, long while, and they're a team of professionals working for a massive company. Sure, it's a small team, but what they released is not particularly promising, and they only appear to listen to things they actually want to hear.
>>
File: 1338784554366.jpg-(80 KB, 637x482, 1297638418589.jpg)
80 KB
BINGO!
>>
Edition war.
Edition war never changes.
>>
>>19349316

There was a Lao printing of D&D?
>>
File: 1338792705232.jpg-(37 KB, 160x148, badend.jpg)
37 KB
>>19355910
>Edition war never changes.
New edition war sucks ass. With all the sophistication stripped out, it really is babby's first edition war. And considering how badly they've screwed it up, I hope people go back to old edition wars. 1e vs. 2e was the best, but all the others have at least some merit. I've been grognarding for almost three decades, and this time is by far the worst. It's like it's not even a war anymore.
>>
>>19356237
The best edition of the edition war was clearly 3 VS 4. It lasted for a whole year and a half, in the time before mods.
>>
File: 1338796052699.gif-(1.67 MB, 427x240, 54e36c5ff5f6a1802925ca009f3ebb(...).gif)
1.67 MB
>>19356323
>>19356237

Edition war wars.
Edition war wars never change.
>>
>>19356323
No one was ever stabbed over the 3/4 chanegover 3 years after the new game was released. It happened at my college during the 2/3 changeover.
>>
>>19356605
Guess what? You just nominated yourself for storytime.

Get typing.
>>
File: 1338797567457.gif-(1.17 MB, 192x144, Scruffy.gif)
1.17 MB
>>19356615
Second
>>
>>19356821
>>19356615
I've told this story within the last couple of months already. Get with the program, kids. Shit, I think it might have been the Monte Cook sticky.

Abridged version:
>I enter college with some bros
>One of them is in love with 3E
>The rest of us don't care.
>Join "Board Games Club" knowing it to be All D&D All The Time.
>They play mostly AD&D.
>3aaboo bro who is hella weeaboo becomes a pushy pendantic spaz over playing 3E.
>Even says "drop that old and busted shit for a good game."
>Creepy quiet guy gets fed up with his shit after a few months of this and jams a fountain pen in his arm.
>3aboo retaliates by putting a pencil 4 inches into quiet guy's gut.
>>
File: 1338798399615.gif-(464 KB, 300x166, 4foin.gif)
464 KB
>>19356899
Cool story, and I buy it because same shit happened in my 8th grade math class over 4/5 WH40K.
> monte cook thread
> expecting us to read it
> mfw
>>
>>19356899
Huh. I like it.
On another note:
>Monte Cook sticky
>Expecting anyone to read it
>>
>>19356937
Over an edition change in 40k? Really? I don't get that one, seriously. Unless its the 2/3 shift because of the drastic change in gameplay, I just don't see it.
>>
>>19356966
Eh, the stabber was more than a little mental. The stabbee then proceeded to beat the offending face into a bloody pulp with the wooden pencase we made in woodworking. True Tale.
>>
>>19356966
8th grade, man. Fucking middle schoolers.
>>
File: 1338799208455.jpg-(16 KB, 300x400, yoda-funny-cat.jpg)
16 KB
>>19357003
Long has it been since then. Younger I was then. Older, ostensibly wiser, I am.
>>
>>19356948
The sexism-and-edition-wars sticky though? Now that's quality reading material!
>>
>>19357982
unfortunately the mysogyny tapered off to just plain edition wars. we have 3/4, 3/5, 4/5, 2/everything and GNS/not-GNS as well as Fantasy Craft and 13th age overtaking GURPS as the linux-within-PCvsMac-debate.

Also, the playtest is a little bit on the bad side overall. They seem to be planting their cards far too close to their chest this round and this is leading to the predicatble consequences. There should of been more variance on offer in the playtest, even if they were all pre-rendered.
>>
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20120604

Scaling looks like 4E with the (terrible) +1/2 level scaling removed. This is a good thing, but I dunno that they should be singing this off the mountaintops quite yet. A change like this will wreak havoc on XP assignments and I doubt they've done their math on that yet.
>>
>>19358826
>2012
>counting experience points

How quaint... I bet you track encumbrance as well.
>>
File: 1338819498200.jpg-(13 KB, 258x321, cold-dead-hands1[1].jpg)
13 KB
>>19358890
You can take my experience points when you pry them from my cold dead hands.
>>
>>19358890
Why else do you think the playtest fighter gets a carrying capacity bonus?
>>
>>19358902
So he can carry the party's stuff, that's his out of combat role.

Like the thief is good at all skills and knows a profession.
The wizard can research anything.
The cleric(s) have contacts in social or exploratory situations, can influence the nobility and the church.

And the fighter carries things.

(This is actually one of the things that gets me about post-2e D&D (with the exception of 4e, *to an extent* because it still isn't fixed 100% there), which is the pervasiveness of inequality. The fighter is the only class whose trait-feature-thing doesn't lead to RP opportunities here. Why? There isn't even an underwater section to make his breath-holding thing come into the spotlight, and if did he's still no good because he's reliant on armor. Poor show.)
>>
>>19358826
This is actually something you can do in 4e already if you're willing to fix the HP. We only played for like 5 levels with this but it was interesting.
>>
>>19353397
I think it's kind of legit for dragonscale to be you know, like the best armor. I don't have a complaint with that.

>>19354494
Pretty much all of them. The 13th Age playtest is very extensive, also.
>>
>>19336883
Reaper is confirmed to not be attached to class at the current point, via Mearls' twitter. So anyone can deal damage on a miss.
>>
>>19359085
So it's even better as a feat tax?
>>
>>19359152
Feat tax? You say that as if Reaper was an auto-pick. Reaper, and not Arcane Dabbler.
>>
>>19359152
Some themes appear to be chains of feats, some appear not to be.

I wasn't defending it, I was just saying that doing damage on a miss is not a 'Fighter thing', it's an anybody thing. It's probably going to be most effective on some kind of multi-attack class or build.

There already are feat taxes or what look to be feat taxes in respect of themes, such as the 'Healer' Cleric build. This has such an enormous effect there's a strong motivation to pick it.

I wouldn't say Reaper was one of those, though. At least not that we've seen so far. Try taking the whole party with Defender (a phalanx! - though defender isn't so great as it should be) or Arcane Dabbler (Ray of Frost spam) if you want to play around with themes.

I'm reminded a little bit of the party slot abilities some RPGs have.
>>
>>19359197
Actually, interesting proposition: who would dig party slot abilities in D&D?

This is one thing I like but I imagine other people could have a real problem with: I'm talking thematic (you're all ex-student wizards) or tactical (think Wolverine and Colossus, your party has special ways of fighting together) abilities that everyone in the party has access to or access to some version of.

Because, you know, you clear out ancient temples and ruins and dragon lairs together. You fight or do things in your specialty well, but when you're working as a unit you have extra or even better ways of doing them.

Could kick in after a certain amount of time spent with the party vis-a-vis character deaths, absences, etc.
>>
>>19359248
WHFRP does it and it works fairly well, so I don't see why not.

Well, I do see why not: it's a new thing that's not going to be D&D enough for the current management. But the principle is sound.
>>
>>19359036
How do you fix the HP? I figured it would stay the same since HP needs to go up commensurately with damage.
>>
File: 1338827580011.jpg-(741 KB, 1712x1068, walrus.jpg)
741 KB
>>19354754
>How many playtesters do you think D&D Next got?
<-- Just this one.
>>
>>19354754
Not the dev crew apparently, if they let slip that math error where swarms can get advantage for each individual.

You'd think they'd have caught that.
>>
>>19359804
I'd guess they never playtested that specific adventure themselves, but now Rodney Thompson said that fights involving dozens of monsters (*real* monsters mind you, not minions designed to cut down bookkeeping and dice rolls) are very much part of their design goals.
>>
>>19359860
So the Next team actually hates us? And in a pretty edition-agnostic way, too, because no one likes bookkeeping.

Sad. Day.

>"Yep, got a sweet adventure planned tonight. Gonna have my group methodically commit genocide on an entire town of Hobgoblins over the course of 120 combat turns. If my calculations and spreadsheets are correct, it should take about three and a half years."
>>
ITT: People arguing about the realism of combat mechanics in a game that isn't Riddle of Steel
>>
>>19359916
They didn't make this adventure, they just converted part of the famous Keep on the Borderlands.

The rat encounter is less bookkeeping than it was in the original, including after having to deal with advantage. Yes, it is still a cumbersome amount of dice, but that's classic D&D for you.

They have already done enough to fix the encounter. At this point they just need to test how the system interacts with D&D and how they can improve it. They're doing the right thing.

>GIANT RATS (amidst garbage and waste): There are 18 giant rats (AC 7, HD 1/2, hp 2 each, #AT I, D 1-3 plus disease, MV (40’), Save F 1, ML 8). Each time a character is bitten there is a 1-in-20 chance of getting a disease, unless a save vs. Poison is made. If the saving throw failed, there is a 25% chance the character will die in 1-6 (ld6) days. Otherwise the character will be too sick to adventure for one game month. These monsters are the pets of the kobolds, living off the garbage and waste of their hosts. They will rush to the sound of the trap door closing or of battle. They have nothing of value in their lair or on their bodies, but their leader (rat #18) who will be at the back of the pack, a huge fellow (AC 5 due to speed and cunning, HD l-l, hp 4, #AT 2, D 2-4/2-4, MV
(40’) Save F I, ML 8) wears a thin silver chain set with 5 small gems (jewelry value 400 gold pieces, chain value 50 gold pieces, each gem worth 50 gold pieces). The weight of a few rats will not trigger the pit trap.
>>
So.. 16 rats, you tro ll to hit, and then you roll to poison and then you roll to see if the guy survives the poison?

...

This is painful to read.
>>
>>19360188
18d20 times two, each roll netting ONE POINT OF DAMAGE.

The fact that the Dev Team didn't catch that glaring fucking problem tells me there is a lot more wrong with D&D next than the mechanics.
>>
>>19360314
Your 'problem' is that it's too much like D&D.

I don't mean to say that it's not a legitimate problem, but it's completely understandable and even expected. They're testing an old school adventure and trying to not *completely* sabotague its old school feel by over-sanitizing everything.

You guys act like it's the end of the fucking world. Worst case scenario you just handwave that shit. It's just one encounter out of 63.
>>
>>19360375
The problem is that this is a flaw that should have been caught in development of the playtest. It's a basic math error that is glaringly obvious to even the most math-stupid person (that would be me). When your dev team can't be bothered to recognize a flaw so basic, it makes the designers they're using look very, very bad.
>>
>>19360434

point of order,

It's not that it's bad math, it's that it's math that takes fucking forever to do nothing.

You roll enough dice, and you expect the expected average value to be the actual average value (either hits or damage).

And dice rolling takes time, so you want to cut down on dice rolling that doesn't mean anything.
>>
>>19360188
wait, so I have to roll 2d20 to see if they hit
then roll damage
then roll to see if there's a chance of disease
then they roll to see if they save
then if they failed I roll to see if they die (and roll again for how long it will take to die)
and then I do this 17 more times?
>>
File: 1338834945128.jpg-(72 KB, 640x478, Just as planned.jpg)
72 KB
>>19360688
Nope. If they hit they do one point of damage. You don't have to roll for that.

Otherwise, yep.
>>
>>19360688
No. Those were the rats from the original adventure. I put it up there to demonstrate how much SIMPLER they made the encounter than old-school was.

The rats in the 5E playtest just do 1 damage.
>>
>worst thing to ever have DnD stamped on it

I believe the worst thing to come out of DnD is DDO.
>>
>>19360881
I'd rather play DDO than watch that fucking cartoon again.
>>
>>19360894
The Cartoon was fun, and would do well with a modern remake. Hasbro could even put it on the HUB every Saturday morning right after MLP:FIM.
>>
>>19361040

Oh yeah, we should totally call in Lauren Faust to do it.
>>
>>19361078
That's not how you spell Paul Dini. He worked on the original, he'll know what to do.
>>
>>19310323

Point of order.

Fighters in 5e do have dailies.

It's just that the daily they do get is friggin' actions points twice a day, with no encounter limit (so you can attack 3 times once per day)

It doesn't do any of the daily effects of blowing people away, and can easily just work out to 9 damage if you miss with everything and have the reaper feat.

.... didn't Gamma world 7e (using a 4e engine sans daily resources (including healing surges))have a feat system like themes in 5e?
>>
>>19359197
I suspect arcane dabbler is arcane casters only, since it seems to imply that you need to have cantrips already to take it. Also otherwise it would be ridiculous.
>>
>>19361939


.... not really, it's really more of a question of how powerful the cantrips are.

And ray of frost is friggin' crazy.

No 4e player at-wills imbollize at range, and there is a reason for that.

Sure you do have some ranged proning, but that's negated by the charge rules, and having the option to spend your standard to move around.
>>
So, we played a session Saturday afternoon/night, with the Cleric of Pelor and the Dwarven Fighter. It went alright, combat was easy as pie though mostly they fought Orcs with a smattering of Kobolds (I went in pretty light, I just wanted to test things). It seemed fun, and aside from me just winging it, everyone had a good time.

One of the more memorable moments was them surviving a spike trap falling from the ceiling, and then cutting the chain holding it and flipping it over at a bottleneck so the orcs coming from both directions ran right into it. I was impressed. We only got up to level 2 and did a decent amount of roleplaying to boot.

I love Advantage, it's a great alternative to more modifiers.

I never played 4e, and I'm told the combat as it was with the playtest was a lot simpler, which makes me wary of trying it because getting bogged down in hours of combat doesn't seem at all appealing.
>>
>>19359916
Oh, and did you know? Since your attack bonus isn't improving with level, fighting 20 goblins is going to take /just as long/ at level 10 than at level 3. (Well, for the fighter anyway. The wizard will have Burning Hands to spare by then.)

Hopefully high-level fighters will get something that lets them slaughter lower-level enemies in a way that still makes the combat fun. Hopefully.
>>
>>19360881
DDO isn't bad though.

Sure, on launch, it was fucking TERRIBLE
But turbine actually went back and fixed it.

But hey, speaking of D&D video games:
>4e has maybe the best set up for a D&D video game
>No 4e vidya is ever made except a half-hearted facebook game
Seriously, I never got why.
>>
File: 1338844275529.gif-(4 KB, 520x500, smugface.gif)
4 KB
>>19360375
>Your 'problem' is that it's too much like D&D.
I fucking hate this argument. If Standard was infested with turn 1 combo, no Magic player would tell you
>Your 'problem' is that it's too much like Magic. Lotus-Channel-Fireball was good enough for Garfield and it should be good enough for you. Go play another game if you want balance and good gameplay.
>>
>>19360314
Or, you know, THIS IS THE FIRST FUCKING OPEN PLAYTEST AND THEY CARE MORE ABOUT MAKING SURE THE BASE MECHANICS WORK AT THIS STEP THAN PUTTING OUT A REFINED FINISHED PRODUCT!

Goddamnit, kid. You have to playtest EVERY SINGLE FUCKING STEP. And in RPGs making sure combat encounters aren't cumbersome isn't worried about in the first dozen steps, let alone the first.

The devs focusing on getting the core mechanic right at step 1 is exactly what they should be doing, and you calling the game dead on arrival because of that outs you as a complete fucking moron.
>>
>>19362174
4e's reliance on exceptions and out of turn actions actually makes it the hardest to convert to vidya.
>>
>>19362262
I don't get why you're mad. I mean, it's a playtest. We should be pointing out shitty mechanics, and telling the designers to fix it. That's our job.
>>
>>19362174
There was one and it was terribly made.

I want Shadow over Mystara as a 4e game. I want it so bad.
>>
>>19362262
>Playtest
People are still buying this bullshit?

It's not a playtest. It's a marketing stunt. Until Wizards actually makes a step to listen to it's players (has not happened yet, despite multiple times that it's been played semi-publicly), I refuse to believe this is anything but trying to follow Paizo's "playtest" marketing gimmick.
>>
>>19362287
But potentially the best if it's handled correctly, as it's an awesome system for an FFT-like game.
>>
>>19362287
I disagree. 4e's idea of an exception is "this power is a little odd". 3e's idea of an exception is "this class uses a completely new spellcasting system and throws mouse skulls for attack rolls, also you can freely multiclass into it at any point."
>>
>>19362309
You win this hour's contest for most bitching about nothing.
>>
>>19362329
Disagreeing doesn't stop the people owning the D&D vidya licenses saying exactly that as the reason why they chose not to do it.
>>
>>19362329
Except that's wrong, dumbass.

There's like... truenamer. That's it. Maybe warlock and weeaboo fightan magic stuff but that's basically 4e anyway.
>>
>>19362294
Pointing out the problem is not the same as claiming the game is already irreparably broken, and you know it you simpering hatemongering dickbag.
>>
>>19362350
What? It's because the D&D video game license spent forever in the hands of Atari, who had no intention of doing anything with it, until Hasbro managed to sue it back at the end of 4e's lifespan.

>>19362356
For anything in 4e that breaks from the "damage + simple effect" model, there's ten times as much weird 3e abilities, since 3e doesn't even have a standard model. And free multiclassing between classes with wildly different mechanics is torture on the programmers, as the various people who tried their hands at a 3e character builder will tell you.
>>
>>19362086
Also memorable moment, my Cleric's player rolled two natural 1s on an Advantage check for an attack, and later in that same session the Warrior rolled two natural 20s on a Disadvantage attack.
>>
Weeaboo fightan magic is 4e done better ... martial classes should not have a 5 minute workday (ie. no dailies).
>>
>>19362517
Why should anyone have a 5 minute workday?
>>
>>19362517
Dailies have two big advantages:
- They can be much stronger/cooler than encounters without unbalancing the game.
- They make each combat a little more different. If (for some reason) you're fighting three rooms of kobolds, well, the first room is when you spend your daily to blow up the chief, the second room is when the rogues makes everyone move faster and you pull off awesome positioning tricks, and the third is when you're out of gas and hanging for dear life.

Dailies have drawbacks too, but it's not clear-cut.
>>
>>19362552

Well of course most of the time the social contract and/or DM putting in time constraints will prevent 5 minute work days to begin with ... but the main reason to have casters which can only perform optimally for a couple of rounds is tradition.

The Vancian spellcasting system of D&D/AD&D/3e is one of the most recognizeable facets of D&D ... and there is no good reason not to keep the Wizard and cleric recognizeable in a new edition by reusing it with a couple of tweaks.

It might not be ideal from a game design point of view, but it's trivial to add alternative caster classes with different resource management ... just keep the old ones in for old times sake ...

I personally feel it just doesn't suit martial classes though ... casters should run out of spells, and martials should run out of hitpoints ... that's D&D.
>>
>>19361722
>>19361078
>>19361040
>>19360894
Shit, get Tartakovsky in on it as well. Maybe it'll fill the hole left by SBT.
>>
>>19362767
It hasn't really worked very well mechanically though. 2e did it most functionally, and that wasn't the haven of game design it is sometimes made out to be.
>>
>>19362767
>The Vancian spellcasting system of D&D/AD&D/3e is one of the most recognizeable facets of D&D ...
To people who have played D&D (pre-4e editions). I believe it was Heinsoo (4e, 13th age) who said the game should play the way you thought D&D was going to play back before your understood the rules, and it's a goal I very much agree with.

>casters should run out of spells, and martials should run out of hitpoints ... that's D&D.
see >>19362228
>>
>>19359703
All your stuff is not scaling in the same way, so it requires a reduction of HP and AC.
>>
>>19360375
Having 63 encounters that are 'Fight Dude! Round X!' is a thing in and of itself though.
>>
>>19362801
>and that wasn't the haven of game design it is sometimes made out to be.
Wait, who makes it out to be a haven of good game design? The only thing I ever say about it is that its core is put together far more competently than 3.5's core.
>>
>>19362086
>One of the more memorable moments was them surviving a spike trap falling from the ceiling, and then cutting the chain holding it and flipping it over at a bottleneck so the orcs coming from both directions ran right into it. I was impressed. We only got up to level 2 and did a decent amount of roleplaying to boot.
Okay, that sounds awesome but, objectively, you can see how this is not related at all to the system right?
>>
>>19362262
You should try participating in a playtest that isn't this. There's no way that should have made it out of in-house testing.
>>
>>19362868
I have, and I have routinely seen just as bad, if not worse stuff make it to external playtests. Have you ever been in a phase 1 playtest other than this?
>>
>>19362970
This is not phase 1. It's at LEAST phase 3. Phase 1 was second-hand leaked by SA, if you recall.
>>
>>19363049
I played that playtest. THIS IS THAT PLAYTEST. I thought you all knew that already.
>>
>>19363087
It clearly isn't, though.
>>
>>19363087
No, there's been non-trivial changes between that version (known as 1.0) and the late version 1.5, at least according to 1.5 playtesters. And then there's this public playtest which is probably a piece of improved 1.5.

They've been working on these rules for months, not that they've been very productive.
>>
So when is round two coming around? Two or so weeks?
>>
>>19363296
At the DAWN OF THE THIRD DAY.
>>
>>19362767
>tradition

Man, tradition is such a crutch for D&D. It's like, the reason half these people play the damn game is because it reminds them of things that happened when they were 12. That just sucks.
>>
>>19363366
I played RIFTS when I was 12
>>
>>19362857
Sure, I just wanted to gush. This edition looks promising, is my estimation. Despite combat being a little samey, it is quick and (relatively) painless.
>>
>>19363434
That's extremely related to the system.

4E combat (and often 3E) was anything but quick.
>>
>>19362857
I'm impressed to disagree here, at least partially. What this says about the system is that there is nothing to discourage doing this - like the make an ability check for the chance to make an attack that is only marginally better then an at-will attack power argument that was going on above.

It may not be a feature of the system to specifically have players do that, it does however, speak volumes of the player empowerment that it doesn't do anything to hinder it in any way, mechanically or tonally.
>>
>>19363434
36d20 1 damage.

Ongoing Disadvantage vs. save against death.

3 Stirge kill.

Sorry, but you can see why I disagree.
>>
>>19363556
It's the same fucking thing to be honest bro. It's an attempt at codifying effects for the DM vs. total free reign. I agree 4e should have been phrased better, but I ain't really seeing an objective difference.
>>
I don't get this whole Mother May I thing people are going on about.

How the fuck are you people even playing this game like that.

I see what you're saying, that you have to go "I want to try and trip the guy so he can't hit me next round" rather than "I'm using this power that is written down here in this rulebook that makes the enemy fall prone and take -2 to attack rolls and you can't stop me", but that's like the whole deal.

Suddenly, you're free to do anything you want, rather than one of your twenty abilities.

I dm 4e, I like it, but a real issue is how they have so many fucking powers that they don't even think about using the environment or jumping off walls or hiding from the guy.

Having a fighter with no powers means that holy shit you have to think up cool shit for him to do.

If they tweak the maths so that the fighter can take a few rat bites without bleeding out then no-defined-skills fighter is the way i'm going to go.
>>
>>19362767
I personally feel a daily resource for martial classes would work fine if it was multi-purpose. The main objection to martial powers seems to stem from the highly abstract "you can use power A once, power B once and power C once" restriction, which I see has already crept into the 5E fighter. Psionic augmentation is almost what I want, but they had to fuck it up by also having daily powers.
>>
>>19364354
Weeaboo Fightan' Magic, man. Look into it.
>>
>>19364354
FYI, 4E resource management didn't represent the same thing for each classes. Martial Class resource management was the player being allowed to alter the game world to set up an opening for the power.

Yeah, Gamist, but no less than Hit Points.
>>
>>19364305
Because the Mage and the Cleric get to do the same thing AND have cool abilities. Meanwhile Mr Fightan Man gets "I hit him with my sword, twice."
>>
>>19364305
EVERYONE CAN FREEFORM.
The fighter can do any cool shit you think he can do.
The wizard can also do any cool shit you think he can do PLUS the codified effects of spells. He has more different kinds of abilities to work with and is allowed more suspension of disbelief because it's fucking magic. Who do you think is going to pull off the clever physics exploits more often? D&D does not need a "completely normal person" class.
>>
>>19364449
And the Mage and Cleric will be casting Ray of Frost and Turn Undead all day ere'y day while the fighter jumpkicked off the turnbuckle and plants his long spear into the ogre's neck.
>>
>>19364305
But when you say "I'mma trip the bitch" it's the DM who get's to decide if the guy gets to be tripped, how the trip works, and how many times the player can do it in a turn, and in combat.

So, it could be "Str vs Dex" "Dex vs Dex" "Regular attack for no damage". Or it could be "No, he's on guard against you, so he'll see it comming" or "No, he's already been tripped once already, so he knows" or "No, you can't trip someone with a sword" or even "Sure, but he attacks you first because you opened up your guard".

And this can change, even with the same DM, from session to session, or even encounter to encounter, and who knows about whether it'll be good for the Fighter or not.

Plus, then the DM has to slow down the game, decide the best way to do it, eyeball whether it's worth an action, whether is should be at-will, whether certain monsters have it easier/harder...
>>
>>19364384
I already did, before I even knew about 4E. Did it ever occur to you that I chose not to mention that because ToB maneuvers were not based on a daily resource, and were therefore irrelevant to the discussion at this time? No, you immediately assumed I was ignorant. Shame on you.
>>
>>19364479
But they will cast Ray of Frost to make an icy patch to cause the monster slip and fall off the Bridge/Cliff/Ladder.
>>
>>19364391
>FYI, 4E resource management didn't represent the same thing for each classes. Martial Class resource management was the player being allowed to alter the game world to set up an opening for the power. Yeah, Gamist, but no less than Hit Points.

Now let me show you how you're wrong.

First thing's first, that's just the explanation used by 4e supporters to try to explain it in a way that represents something in the game world. It is not used in the books itself.

Second, if it were the intent, that would be Narrativist, not Gamist. Narrativist mechanics whose purpose is to allow the player control over the story and circumstance. It isn't the purpose of it, however, as the real reason for x/day abilities is class balance and game decisions for the player.

Third, hitpoints are not gamist. They are abstract, but abstraction itself is not necessarily gamist either. They don't simulate, they don't narrate, they don't provide for game decisions. The reason the game uses the hitpoint abstraction is not for anything relating to the Gamist/Narrativist/Simulationist theory, but rather it serves a fourth purpose, that is, ignorability. The reason hitpoints are used is so the tracking of damage doesn't get in the way of other mechanics, which is why they are used by so many different games regardless of the game's GNS inclinations.
>>
>>19364456

What I'm saying is the wizard and cleric could freeform, but they won't.
This is going off my 4e experience.

Having a set of things that goes "You can do these at-will things for sure, and these 8 powers once per battle, and these 4 powers once per day, and if you don't want to do any of those here's some extra stuff in the rulebook like bull rush that you can try" actually limits people to those things.

You have so much choice anyway that the combat round comes down to "which option of these 20 set options do i pick?".

For no-powah fightan man, his options are both expanded and limited in a way not shared by his magical brethren.
Fix the maths so that the fighter scales mechanically in a taking-hits-and-throwing-punches way, give some flavoury, inspiring examples of things the fighter could try so a DM who isn't used to adjudicating things on the fly can get an idea, and the fighter's pretty much done.

Optional weaboo fightan magic type of fighter for those who prefer that sort of thing. I played a 4e fighter and really enjoyed it, mainly especially the marking enemies thing, but if they're going for a wide net everybody plays this version style of thing, they couldn't go wrong in making make-shit-up fighter guy the default.
>>
>>19364570
>Let me tell you how you're wrong

1. Lol you're wrong, no I won't say how.
2. Lol you're wrong, no I won't say how.
3. Lol you're wrong, I will talk in circles without saying anything with substance.

Gamism and Narrativeism are not oppositions.
Gamism and Simulation are.
Narrativism can coexist with either.
>>
>>19364627
>>Implying that finding creative uses for spells is not a classic bit of Dungeons and Dragons.

You are a funny motherfucker, you should start your own /tg/ humor threads.
>>
Bump.
>>
File: 1338865750988.png-(75 KB, 208x246, mfw1.png)
75 KB
>>19364627
>This is going off my 4e experience.
>>
>>19365753
I fucking love that face.
>>
I like the direction things are going, personally. Some old problems still kicking around, but also some really good new ideas on the table. Following the playtest with interest.

Seriously, I know I should expect all the whining and raging by now, but it's kind of sad. The new game will be fine, older editions will still get played if you prefer them, chill the fuck out.
>>
>>19366598
Would you mind telling me what new ideas you like, in particular?
>>
>>19366673
Not being an uppity bald virgin.
>>
>>19366873
Wow, what a lovely person you are. Do you respond to all innocent questions with such vitriol?
>>
>>19366873
Dude, ouch
>>
>>19364305
Everyone can play pretend, but casters also have their clearly codified spells when playing pretend fails. Fighter doesn't. Without the DM holding him up with both hands, he's down to standing next to the monster and hacking at its toe for hitpoint damage.
>>
>>19367085
Why is that such a bad thing?

If you want a more interesting mechanic for martial combat beyond just attack rolls there are loads more interesting systems for martial based characters.
>>
>>19367244
>there are loads more interesting systems for martial based characters
Exactly. We want D&D to be one of those systems.
>>
>>19367244
>It's okay to have lazy design because other systems do it better.
Yeah
Nah
You're a cunt.
>>
>>19367244
but from the perspective of WotC, should they be driving away people who want to play an interesting game with martial characters? or should they try to make their system interesting to martial characters?
>>
>>19367327
They're saying they have both. Though given it that the Fighter would be one of the biggest points of contention I'm not sure why they didn't include two fighters (one complex one simple) over the two clerics. I know they said there are two clerics to showcase the customisation domains give, but really it looks more like showing off the versatility spells bring as they are way more important in shaping the characters than that one different class feature they get at 2nd level.
>>
>>19367317
But you're changing the most fundamental aspect of D&D.

Martial fighting has always been the simple Roll to see if you hit.

I understand that it is needlessly boring to some people and prior editions have bungled trying to make non-standard attacks such as tripping or bull-rushing.

I think 3.5 and 4e went the wrong edition and made rules long and complex or number ridiculously high.

I like how 5e has reduced everything to simple opposed checks. Simpler rules, mean faster game and most of the fun I get out of D&D isn't the rules or the fights, but the roleplaying.l In fact fighting and skill checks are my least favorite part of the game.

I know how also at the other end that magic is supposed to be complex, and I think they should at the very least keep it that way for the traditional Priest and Mage type casters but try and come up with new kinds magic systems, like a black/white/red type mage from final fantasy with a mana pool, or other ideas.
>>
>>19368111
Nobody has an issue with "roll to see if you hit."
People have issues with that being the ONLY thing that a fighter can do. Hell, every edition from 2e onwards has had something else for fighters to do other than "full attack all the time," even if it was shit. They shouldn't be abandoning that stuff, they should be making it useful (e.g. 4e) and making it interesting (nothing so far).
>>
>>19368111
Oh, I'm not suggesting that wizards make more rules to complicate things more for casters.

I think wizards should try and put out a few magic users who are not tied into the vancian spellcasting system with easy spells that are not complex and can be summed up on a single sentence.

EG: Fire Wave: 10 Mana, subject must make an opposed dexterity save or suffer XdX fire damage
>>
>>19368111
>l In fact fighting and skill checks are my least favorite part of the game.
Then you are playing the wrong game. D&D has always been about killing things and taking their stuff. They should also aim for that to be the most fun part of the game since that is where it excells compared to other RPGs
>>
>>19368154
To be honest, I could never figure out why everything has to be "interesting".

Yeah, the mechanics need to allow for flexibility and be fun to a certain degree, but worrying too much about making an attack interesting just seems to me like adding more and more rules to a system burting to the seams with rules.
>>
>>19368181
No, you're wrong. D&D has never been explicitly about just killing stuff. It's never been about anything other than Fantasy-ish adventure.

Maybe your games have been about hack n' slash killing, or somebody else's games about hardcore roleplaying, but DND has always been a system of rules for my group to have an adventure. I play for the adventure, not the killing, not wish fulfullment or the imaginary loot.
>>
>>19368228
>D&D has never been explicitly about just killing stuff.
It's what virtually all the rules were about. There weren't even any skills to begin with; it was all hit points, armor classes and to hits.
>>
>>19368228
never said they were JUST about killing things, but on the whole ever since its war gaming roots, it's been about trying to get shiny things from stuff that wants you dead without dying to get it. The primary means of accomplishing this has been killing them before they kill you. Combat has always been important and very central to the way the game was designed. This isn't the 1970s anymore, there are other games that do other things better than D&D does, if you want something light on combat then there are games for that. But if you want combat then there are few games that offer what D&D does.
>>
>>19368299
You're confusing character motivation with the intent of the game. Just because D&D's rules were based off of wargaming does it mean that it's all about the fighting fighting. Playing D&D is about having an adventure in a usually sword and sorcery type world. The rules just facilitate the confusing parts, most of which were about fighting and how magic works.
>>
>>19368343
if they meant for characters to have a particular intention, how is the game not meant to be used for that thing?
>>
>>19368299
By the time D&D came to be a published game, it was no longer a wargame.
>>
>>19368463
Can you restate that in a way that I can make sense of it?
>>
>>19368479
if the designers of the game intended for characters to have the motivation of "I want to kill things and take their stuff" and was designed around that assumption, how is the resulting game not about killing things and taking their stuff.
>>
>>19368473
It always had wargame rules, though. Chainmail and Battlesystem were both invaluable especially for huge mass combats at higher levels. My fighter with his 200 followers kicked some serious ass back in 2e.
>>
>>19368497
I built a plane out of duct tape, scrap wood and a tank of propane designed around the assumption that I would get a working plane; why won't it fly?
>>
>>19368497
Because the game evolved beyond just killing things and taking their money when it left Castle Greyhawk.

Just because it was built on wargaming foundation does it mean it's about killing things. In fact AD&D's roots have more WWII naval combat than actual historical minis combat in them.

By the time D&D came out as a published game, it was set that it was an adventure game, not a battle simulation. The reason the rules were so focused on combat and loot is because, it's nto what they focused on making it about, but it's what they decided needed rules to make the game flow better.
>>
File: 1338887598194.jpg-(16 KB, 300x300, 31SamcAJ0qL._SL500_AA300_.jpg)
16 KB
>>19368505
Basic and AD&D as a game is an adventure game that combines two separate games. The rules for combat are heavily influenced from wargames because that's what they simulated fighting with. Exploration and survival were less complex and the earliest version of D&D used this game here for everything else.

The problem is that they could not publish an already published game so they dropped the most of the exploration rules, incorporated the role-play elements and kept the parts about building a fortress and attracting follows and let the DMs figure out the logistics. That's why D&D has a much more martial and magical stint to the rule, because they dropped everything else.
>>
I don't see what is so bad about 3e fighters, the class works well for quick prestige to martial classes.
>>
>>19369934
A base class that isn't viable from 1-20 is broke, for a start.
>>
>>19369934
Why does it have 20 levels then?
>>
>>19369987

Not really. I mean sure, in a purely philosophical sense that might be true, but in 3e nobody forces you to stay in one class. Its unfortunate that they didn't realise how weak they made the feats right from the start, but in the end, it doesn't affect the game much if the Fighter is merely a ten, five, or two-level class. all that matters is that there is a way to make the character a player wants, it doesn't necessarily have to be from the PHB.
>>
>>19370083
Because 3e is based around systems and that system includes 20 levels for classes.
>>
>>19370083

Back when Jonathan Tweet was writing the PHB, right at the start of 3e, it seemed like a good idea. They were proud of the "feats", this new thing they had just come up with, and overestimated their usefulness. Basically the designer thought that it was a good class, so it went it. People learn, and the game improved, and there is no reason to get all jimmy-rustled just because the very first product in the line isn't as good as the rest of them, as that is very much to be expected.
>>
>>19370086
>all that matters is that there is a way to make the character a player wants
There is ALWAYS a way to do that. It's called 'working with your DM the create custom content'. The fact that you can do the same in 3e without the DM due to fifty thousand splatbooks available is not a sign of quality, it's just a sign that the franchise has fifty thousand splatbooks.

Fifty thousand that you will dig through in order to find that one feature you need, because content that someone else pulled out of his ass is automatically more legitimate than your own, by dint of being written in a book.
>>
>>19370159
I personally preferred focusing characters/adventures around a couple books. It may not be as good at min-maxing but it worked fine. Also noting frequently used features, although obviously this would be bullshit for spellcasters.
>>
>>19370159
>There is ALWAYS a way to do that. It's called 'working with your DM the create custom content'.
There are several things wrong with this attitude. The primary one is that DMs are cautious with homebrew, and for good reason,

>because content that someone else pulled out of his ass is automatically more legitimate than your own, by dint of being written in a book.

/tg/ is quick to condemn the imbalance of published work and quick to praise homebrew of any sort, but in practice, you need only go to any website where people's homebrewed classes are shared to see how very, very bad these classes are.

That's not to say all homebrew is bad, of course, nor that you shouldn't allow homebrew in a game. In fact, I strongly recommend houseruling and homebrewing, they are good things to practice. But to expect you can make a character entirely through homebrew AND your DM allowing it AND it actually being good AND everybody's homebrewed character to be more balanced than the published work, you are being delusional.

DMs come in two flavours with regards to homebrew; either they are cautious about it, or they are permissive about it. If they are cautious about it you will get a weak homebrewed character that is gradually improved as your group plays and adjusts, basically turning your game into an unpaid game design and playtesting job. If, on the other hand, you have a permissive DM, you will get your homebrew, and so will everybody else, and it will be worse than the published work as everybody is biased in favour of their own character.

In short, yes, having a lot of published material is useful, because it was at least made by somebody other than yourself.
>>
>>19370159
Actually homerulling classes in is a very very stupid idea. You will either end with pure fighter level gimp or something unbelievably broken.
Homerules are best for fine tuning things, like enabling scout skirmish damage against enemies with concealment.
>>
>>19370304
>/tg/ is quick to condemn the imbalance of published work and quick to praise homebrew of any sort, but in practice, you need only go to any website where people's homebrewed classes are shared to see how very, very bad these classes are.

The main problem with homebrew is the same problem with anything created by an amateur - people are psychologically predisposed to believe if they put effort into making something, it is good. People who do something for a living will usually get this beaten out of them eventually by editors and reviewers, but for amateurs...

It's very, very hard to convince someone that their homebrewed class is unbalanced or stupid or a thematic trainwreck or whatever. And they almost always are.
>>
>>19370782
The problem is, the line between amateur and professional TRPG game developers seems to have completely evaporated in recent years, if Next being indistinguishable from half the shit on DriveThruRPG is any indication.
>>
>>19370475
>Actually homerulling classes in is a very very stupid idea.
You just have to be careful about what you do. I mean, some people aren't good with crunch, and you have to be able to recognize if you're one of them (and run your ideas by somebody who knows what they're doing, or leave well enough alone). But a lot of the RPGs on the market are severely flawed and really need to be tweaked. (Hell, old school D&D was so slapped together that it really forced DMs to house rule and improvise shit. Without that, I doubt people would have had much fun and the RPG industry might have died before it really got going.) And even with good designers, they aren't making the game specifically for you and the way your group plays. So some powers may never come into play, and some may be much more powerful than intended. With a game as flawed as 3e, I wouldn't even consider playing by the RAW. And I'm not a 3e hater. I think much of what it does has merit. But the finished product is broken and in need of repair.
>>
>>19313660
Along the same line, if HP is "mostly missing and warding the opponent back" how do injury poisons work?

Injury Poisons prove hp=wounds, and thus all monsters and characters are giant fleshbags full of blood.
>>
>>19370782
>People who do something for a living will usually get this beaten out of them eventually by editors and reviewers
I'm not sure that the quality of RPGs on the market necessarily bears this out. And this is one area where there's little preventing a dedicated amateur from doing as good a job as a profession. The trick is that you have to actually put forth the effort to understand the statistics that underlie a game. And then you have to do your homework. If you make a change, what mathematical effects will it have? How will it affect the average amount of damage you dish out each round? Is there any way to exploit it? When people fuck up homebrewing, it's normally because they don't address this sort of thing and jump straight from having what they think is a cool idea to applying some arbitrary damage bonus without understanding what it really means.
>>
>>19370086
>but in 3e nobody forces you to stay in one class.
Have you never see the type of DM who gets incredibly butthurt at the mere suggestion that you multiclass at all, or - god forbid - the DMs who enforce the retarded XP penalty you get from multiclassing? I've played with at least four different DMs who pulled either of those and you can *still* find retards who complain about multiclassing every now and then on /tg/.
>>
>>19371290
>Have you never see the type of DM who gets incredibly butthurt at the mere suggestion that you multiclass at all
No, I've never seen that. If I did, I would simply not play with them. Not because I need to play single-class all the time, of course, but rather because I do not play with idiots.
>or - god forbid - the DMs who enforce the retarded XP penalty you get from multiclassing?
This I have seen, but as prestige classes don't count for this and neither do favoured classes, this is easy to get around. The XP penalty for multiclassing is indeed a pointless rule that doesn't contribute to anything and many groups ignore it, but in those that don't ignore it, its easy to get around.

> I've played with at least four different DMs who pulled either of those
There is no reason to blame the game for the faults of the DMs you play with. Indeed, the game itself encourages multiclassing. Most of the example characters and NPCs are multiclassed, for example, and the game seems to assume that this is the norm.
>>
>>19371326
>there is no reason to blame a game for people that follow the rules of that game
>>
>>19371409

Getting "incredibly butthurt at the mere suggestion that you multiclass" does not equal "following the rules of the game".
>>
Nobody's even posting in this thread, and I think we've all learned the reality of gender. Can we just let it die and leave off the stickies until a shitstorm erupts about the latest 5e news?
>>
>>19372157

I think we should keep this sticky. All the D&D butthurt gets posted here, where no one sees it, instead of spreading to other threads.
>>
>>19372349
We could at least start a new one so loading this one isn't such a Herculean effort. It's above 1000 posts already.
>>
>>19328470

>4e just isn't simulationist. AT ALL. If you want a believable world of realistic consequences with mortal, normal characters, 4th edition is just not for you

This is so plain wrong on so many levels. The divorce between rules and fluff actually helps worldbuilding. I also felt 4e wasn't inmersive enough but tying rules with fluff should be done with care, unlike 3E where everyone and every monster is stat'd because of the monster and NPC rules

Back in the old days I argued that much of the hate against 4E comes from the fact that many groups had come up with rationalizations or deconstructions for the stupid shit in the game (house cats vs. commoners, defacto adventureocracy/magocracy, extremely shitty economic system, monsters way more wealthy that afluent merchants, banalizations of magic items, 5-minute workdays for wizards) This ended up with whole settings adapted for this shit like Eberron or the world in Order of the Stick (that plays the errors for laughs)

Then came along 4E and all their jokes, and houserules and settings were moot. All their effort undone. Im not claiming 4E is perfect but you can just refluff shit (It aint great but thats the way 4E rolls) and people who played 3x all this years said "HELL NO" "I MADE THIS! I EARNED THIS"
>>
>>19372756

"You can refluff this" means "here are some mechanics, just go ahead and make up whatever story you want to match them". Do you not understand how this approach, while valid and in some ways liberating, is diametrically opposed to simulationism? If not, then perhaps the term has never been properly explained to you.
>>
>>19372756

... 4e doesn't negate alot, and 4e ebberon still works pretty well.

The best part is that 4e doesn't stat up house cats as standard enemies, and either assumes dire craziness, or that tiny mundane creatures are in a swarm.

Minions generally aren't tiny little creatures, but humanoids/undead that you can down in one shot.

That, and by not giving everything combat stats, it avoids the oddness of a cat fighting a adventurer to the death.
>>
>>19372795

Simulationism is fucking insane thing to want in a for a PnP game.

Reality has a fuckton of hidden variables that we don't know about, and to think you can run a simulation with humans only (which are fairly slow mechinicial computers, whose saving grave is that they can cheat and not doing everything mechinicially) is fucking insane?

At best, you will get some set pieces in the game that fall apart in a way that makes sence.
>>
>>19372795
But simulation isn't the same as having a living, breathing world. It might be, for you. But, the idea of immersion has so much more to do with the people you're playing with, your DMs style, and how you imagine the game playout than the actual system you're playing.
>>
>>19373002

That's fine, I agree. But some of us still want mechanics which directly and intentionally correlate to a specific thing in-game, and which try to make sense within the context of that thing.

For instance, if tripping means disabling a creature's locomotion to knock it onto the ground, and you're facing a creature like an ooze or a snake that is ALWAYS lying on the ground, I think that you shouldn't be able to trip it. That's a simulationist concern. 4e lets you trip these things and says to assume that the creature is writhing on the ground or that its form is unstable; in other words, it 'refluffs' the action, in order to dismiss said simulationist concern, for the sake of simpler and more streamlined rules.

I don't think either approach is wrong, it's just one of many examples of how 4e pushes for gamism and narrativism and ignores simulationism. 4e tells you to play an awesome game, and to tell an awesome story, and then to connect them to each other (or not) however you see fit. Me, I want the mechanics to be driven BY the story as much as by good game design. I don't want a game that stands by itself with story tacked on as an afterthought. I think that tripping gelatinous cubes is stupid.
>>
Pfft, of course 4E isn't simulationist. It isn't meant to be. Whereas the earlier editions are a hodge podge jack of all trades approuch 4E actually did the smart thing and concentrated on doing one of the GNS creative agenda correctly. In this case, gamism.
Oh, and persanally, I think it's a lot more useful to use the newer names for the three creative agenda. Simulationisn = "right to dream", gamism "step on up" and narrativism = "story now". The older names are a lot less specific and clear and can be missunderstood quite easily compared to the newer ones. I think they get across the intent of the agenda a lot more intuitively.
"right to dream" = virtual reality
"step on up" = competiotion and challenge, with story as an extra
"story now" = collaborativly improvising a story as you play
>>
>>19373101

That's probably why they use the term (knock prone)

and I imagine that snakes and oozes have positions that are better or worse for locomation and attack. For example, you flip a snake over, and the snake will right itself by flipping back over.

That "simulationist" way of making snakes immune to this kind of tricky is actually unrealistic itself. Like not having pecrision damage against undead and machinery, when most people understand that both undead and machines have weak points, and crits and sneak attacks respresent blindsiding the target and going for the weak points.
>>
>>19371234

... minor injuries that involve contact between poison and flesh as needed?

I mean, you get bitten by a snake when you get attack and hit with a snake's bite attack, but that doesn't mean that getting hit by an orc's battleaxe means you fucking get hit full on.
>>
>>19373107
I don't know about you, but I find the terminology you're using a hell of a lot more confusing. I'll stick to GNS, thanks.
>>
>>19373155
>you flip a snake over,

I'm sorry, I can't take this argument seriously. Though I wish you luck in your snake-wrestling endeavors.

"Knocking the snake off balance" as an explanation for the penalties given by the prone status only works if you don't look at it too closely, and don't think too hard about how snakes actually move. Which is true of a lot of mechanics in D&D, past and present, and that's fine. But you diminish our level of discourse by trying to tell me that it makes more in-game sense than the alternative.
>>
>>19373216
Fair enough. I think the point of the new terms is that they can't be confused with something else as easily. They either mean nothing at all, if you don't know the terminlogy, or you do know it. But with, for example, narrativism, you might not know the term's definition in GNS/"the big model" terminology but still guess at what it might mean, and end up thinking narritivism = story = "having story prepared by the GM the other players have to follow = railroading. Which is the exact opposite of what it actually means. "Story now", along with the other newer terms, feel to me like they'd be harder to confuse for something else.
>>
>>19332337

White-haired girl is sitting on her giant balls. You cannot unsee it.
>>
>>19373613
"Story now" is ok. It's the other two I have a problem with. Even for someone, whose first language isn't English, "gamist" is linked to games so you get the general idea. "Step on up" is, uh, what? And "right to dream" is even worse, if I had to guess I'd have said it was narrativism. Dreams aren't about creating an independent world that obeys predictable rules independently of the players. Quite the opposite.
>>
File: 1338932023114.png-(309 KB, 365x661, DamnSon.png)
309 KB
>>19373682
>that feel when you're talking to a guy who doesn't dream right
Damn son.
>>
>>19373522
I just can't approach this argument, like literally. I just 100% do not want to be at the table with the guy that cares about how discrete mechanical penalties interact vis-a-vis the realistic movement of snakes (who, considering this is more or less DUNGEON FANTASY, are probably giant or skeletal or made out of lava).

Like, seriously: you just can't, waive prone snakes? You can't think that you pin their tail or momentarily stun them or whatever? Shit, don't mongooses take advantage off the snake being off balance after a missed strike? Why can't prone be that?

I don't meant this to be rude (really, even in this thread on this board I don't) but I cannot fucking configure in my own head the guy who gives this much of a damn about prone snakes. What does this, this insignificant detail add to the game?
>>
>>19349207

Yeah, but that last group isn't flying into autistic rages on internet forums.
>>
>>19373778
That's because they aren't invested in the game properly, really, and their opinions can be safely disregarded. The sooner they bug out for all night CoD sessions or whatever the better.
>>
>>19349866
Nope. I'm saying that both editions attempted to please everyone and didn't.

No system is going to please everyone.
>>
>>19372756
I guess I sort of maybe agree with this. 3e is like the weirdest fucking ultimate magical dystopia if you take things to their logical conclusion, makes 'Big Brother' look like some weak-ass pussy shit.

I've found worldbuilding much easier in older and new D&D than 3e.
>>
>>19373682
But that's the point I was trying to make. You aren't supposed to hear "right to dream" and know what it means by guessing. You're meant to have someone explain the big model theory to you, or read an essay on it, or at least the wikipedia page. That's how you learn the terms. If you try to figue it out just by the terms themselves you're going to get it wrong. That's why it's called terminology. These words have a very specific meaning in this context.
I don't know, maybe your right. At the end of the day any terminology that has not been explained to you is just meaningless jargon or technobabble.
>>
>>19373820
That's true, but that doesn't mean your model is valid or that a game should specifically try to cater to one of your "groups". 3e and 4e both catered to a subset of people from both groups and achieved success that way.
>>
>>19373869
Yeah, fuck that. People think way too much about games of pretend, often from a stance of 'you're not doing it right'. Big Model or whatever seems kind of interesting from a idea/interest standpoint (what do X people look for in a game), but I can't stand the idea of it as a proper method of classification.

Besides, it's often hard to apply to games well. Most people would associate simulationism/realism/'right to dream' with Riddle of Steel, for instance, but I appreciate that game primarily for its gamist elements.
>>
>>19373522

I'll agree that knocking a snake off balance or flipping it over or something like that don't make a ton of sense if you think about it a lot. Maybe it's maneuvering it to a position where it's movement is restricted or something. I don't know, it could work, and as you said there are lots of little inaccuracies. Knocking prone a gelatinous cube doesn't make a whole lot of sense however you fluff it.

But the issue becomes that then you have to create a stat block for all of those things that says "cannot be tripped." Now, that's not that big of a deal, but consider that for every move or attack type or such thing, there are going to be things that resist or are immune to that, given the sheer diversity of abilities and creatures. Then of course there are the "hey, I could do X, why isn't there a mechanic for X" which would of course lead to other mechanics for things immune/resistant to X.

It adds up, and at some point you've got to draw a line between simplicity of a system and the simulationism.

(Continued)
>>
>>19373968

It isn't that it makes more in-game sense than the alternative, but rather it makes just as much in-game sense as to why there isn't a mechanic for X, or why a certain thing isn't more/less or (not) immune resistant to Y. In your example the line is drawn too close to simplicity. The point is you're not going to please everyone. The best solution, IMO, is to give the GM powers to say, "well, tripping doesn't make sense to use on that ooze creature, so you can't." The GM already has that power, as I'm sure you know. So it does, in a way, make things make more in-game sense, because instead of having set, explicit mechanics and occurrences, it's saying, "if this shouldn't work, it doesn't, if it should and there's no mechanic, make an X test I guess."

Now, this is completely do-able and true in a system of many explicit mechanics, but the fact that one can do it and it exists leads me to want games to err on the side of simplicity, because while a given complex mechanic may effect 3% of a given game, simplicity of system effects every action taken within it.
>>
>>19373796
Yeah, because less people playing your game is every designers ultimate goal.
>>
>>19374026
You have failed the TROLL TOLL. Roll on the following chart to determine the effects:

1% - Turned to stone; healed by pulped macaque juice
2% - 1d6 imps summoned, carrying palanquin holding skull of long-dead pope
3% - Expression fixed for 1d3 days
4% - Merchant of the Winds air-ship crash lands near your location
5% - The Hellstar, visible in the sky
>etc, etc.
>>
>>19373613
>>19373869

>But with, for example, narrativism, you might not know the term's definition in GNS/"the big model" terminology but still guess at what it might mean, and end up thinking narritivism = story = "having story prepared by the GM the other players have to follow = railroading.

>You aren't supposed to hear "right to dream" and know what it means by guessing. You're meant to have someone explain the big model theory to you, or read an essay on it, or at least the wikipedia page. That's how you learn the terms.

But the thing is, that exact same thing applies to the other terms. For example, you could hear "right to dream" and apply that to the idea of a fanciful world, where nothing was particularly set in stone and whatever you wanted to happen happened. Which is the opposite of simulationism.

I generally agree with you, but in the case of someone guessing inaccurately about what the names mean, "story now" "right to dream" and "step it up" sound to me like they're meant to be less "jargony" terms and more simply understood, but I would argue they set up errors more easially.

With simulationist, narrativeist, and gameist, they feel more like technical terms that you wouldn't want to make assumptions with and would sooner think, "I'd better look that up." They just sound that way and aren't even real words outside that one application, whereas the others are phrases that have their own meaning outside the technical.
>>
>>19373884
Except I'm not advocating catering to either group.

I'm saying that "edition wars" happen every time because there are two extremely vocal minorities that are going to freak the fuck out no matter what.

If I'm advocating anything, it is to ignore them both and continue to make games that allow a little of either.
>>
>>19373903
The big model is really more intended for use by designers. It's something to design rules around not something a player needs to know.
It only gets mentioned on /tg/ because a lot of people start veerring into discussing game design when trying to describe what they do or don't like about a game.
>>
>>19374079
Let's lock everyone in a gladiator pit. Fight for your right to be right about D&D.
>>
>>19373760

I don't take offense at your response, but it does come off as a little flustered, and I can't help but feel that you are slightly defensive about your own playstyle and that this impairs your ability to wrap your head around simulationism. I'm saying this based on your repeated assertions that the detail is insignificant (even though it is only one example, meant to illustrate much deeper differences in game design philosophy. And even though neither style invalidates the other, they're just different).

I CAN play with the level of abstraction that you are advocating. I think it's perfectly fine to say that the snake is prone (for the same reasons that we hand-wave a lot of things in D&D). 4e is actually my game of choice, because it's well crafted and fun to play. But it isn't EXACTLY the game I would prefer, because it goes so far in ignoring simulationism.

In 3e, monsters with a lot of legs got a +4 bonus vs trip, and gelatinous cubes couldn't be tripped at all. The downside to that was another exception or nuance to another rule, contributing to the overall sprawl of the system, but the upside was that it made more sense. Is it really THAT hard for you to understand why some gamers prefer it that way?
>>
>>19374095
If both sides killed each other off, D&D would end up so much more fun to play, or at least a lot less smell around the tables.

Way too much asthma and diabetes on both sides for any real fighting to be done though.

It's been my curse since 4th grade: I love role-playing games but absolutely loathe 90% of the mutants that play them.
>>
>>19374111
>I don't take offense at your response, but it does come off as a little flustered, and I can't help but feel that you are slightly defensive about your own playstyle and that this impairs your ability to wrap your head around simulationism. I'm saying this based on your repeated assertions that the detail is insignificant (even though it is only one example, meant to illustrate much deeper differences in game design philosophy. And even though neither style invalidates the other, they're just different).
I'm just a dude who looked at the thread, saw your snake-bitching and couldn't wrap my head around it. That was the first post I made in response to you here.

Please don't infer a bunch of shit into my post (defensive, flustered, and so on). I guess I just can't see +4 vs. tripping as worth it, but fine, that's important to you. I accept that.
>>
Dudes. Prone =/= trip. Because tripping shit is retarded. Putting a longspear inbetween a 700-lbs Ogre's legs isn't going to make him fall down. The 250-lb fighter throwing himself into the ogre probably will.

As to proning an Ooze, I guess I've always imagined oozes and the like to be more like massive single celled organism, with their own parts and weak spots and such. So, by proning it, you're making it easier to hack those vital organelles to bits, thus killing the ooze. I mean, if we quesiton why we can knock an ooze over, why are we not questioning how it's being killed, or moving?
>>
>>19373975
>>19373968

I was defending the assertion that 4e is less simulationist than other editions, and that some people do not prefer that. You do have to draw the line somewhere, sure, and you aren't going to please everyone, sure. I'm just saying that I'm one of the people who wasn't pleased with where 4e drew that line, and here's why.
>>
>>19374175
because /tg/ likes to overlook obvious things while crying about retarded specific things
>>
>>19374175
That has literally always been my attitude. I figure you destroy an ooze via like, massively traumatic damage that causes it to irrevocably lose cohesion.

So to me prone is like, cutting out a piece on the bottom half of one side and causing the thing to fall over on that side, setting up some other dude to squash it all over the place with its warhammer.

This is why all this triptalk is some retarded shit to me because obviously we've come up with totally different ideas about how you kill an ooze.
>>
File: 1338934824058.jpg-(85 KB, 640x960, SaraStone_Goliath.jpg)
85 KB
>>19374213
>its
His. Or her I guess.
>>
File: 1338934918946.jpg-(64 KB, 456x412, 1329871873407.jpg)
64 KB
Have you guys seen this?
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20120604

It's about the ever increasing bonuses that seems to matter so much to earlier edditions of D&D as a sign of "leveling up". It's also something that has bugged me since I've starter playing D&D with 3rd eddition.

Seriously, your bonuses increase, and you think "oh boy, look at those numbers, my character is getting stronger!" but that feeling never translates to reality. You still need to roll a 8-or-so to hit monsters and bash doors (but this time you are fighting dragons, and bashing platinum doors, ADVENTURE!).
I've always wanted to try and streamline some DCs, or maybe character progression, but it's just too much of a chore to pay off.

tl;dr: bounded accuracy, better late than never!

also: this gives me ideas. I'm thinking of trying something similar on 4e. Reduce all monster's defenses by 1/2 it's level, keep page's 42 DCs to the most simplistic ones, and REMOVE +1/2lvl bonuses from every PC.
Monster's defenses will be more streamlined (I'm 1st level, and I can hit high level monsters, yay) but damage and HP will continue to scale (but I do crappy damage, baaaawwww). Maybe give them monsters and characters Paragon and Epic bonuses instead (+1, maybe).
So, what do you guys think?
>>
In reference to the "prone snake argument":
Right to Dream/simulationsim is all about consistency. In order to be immersive everything has to make sense and be logical and anything that isn't breaks immersion. It's like when you notice a plot-hole in a movie or book. It instantly drags you out of the story. The same principle applies to game rules. Now, sometimes you can still enjoy a story even after the sense of immersion has been eroded or broken, but that sense of immersion is the whole point of a Right to Dream/simulationist game. Even small inconsistancies can therefore be big problems.
Hope this helps to clarify the reason for things like the snake thing being an issue.
>>
>>19374255
Sure, it should be workable. Post here sometime with how it works.
>>
>>19328699
He died a few years ago. It was a very sad day for Dungeons and Dragons fans everywhere.
>>
>>19374255
I think the idea is fine, but then they also say that the attack bonuses WILL rise at some non-standardized points for some classes, and I wonder how they can possibly balance the mess.

Also, if only damage increases, then for each monster you eventually get to a point where you can two-shot (or, eventually, one-shot) it and then you just stop improving. The level 20 fighter will take exactly as long on average to kill that monster.

(While the level 20 wizard will of course get ridiculously powerful spells that shit all over the idea of bounded accuracy because they don't have to stick to an attack roll.)
>>
>>19374303
The problem is how can you possibly set a benchmark consistency? How can that shit not be ultra-dependent on the group? Because the snake thing doesn't bother me at all, but I can easily imagine other things bothering me if we're looking at this from a realist perspective. This always leads into magic handwaving everything, like with dragons basically having a magic forge inside their body (which I think is rad, but largely because you could conceivably look that off them).

So like, how do you define realism if it's based on group specifics about what pulls you out of immersion or not?
>>
File: 1338935635690.jpg-(883 KB, 1224x814, we_are_not_taking_the_wizard__(...).jpg)
883 KB
>>19374348
I love that, because the wizard's can circumvent to-hit rolls pretty easily, and because being drunk causes disadvantage on attack rolls but also provides considerable DR given the playtest monsters' damage, the drunk wizard is one of the more optimal ways to play the character.

Not from a game design perspective.

But I love it from the perspective that pic related is an effective wizard, playing to their strengths.
>>
>>19374213
>That has literally always been my attitude. I figure you destroy an ooze via like, massively traumatic damage that causes it to irrevocably lose cohesion.

Yea, exactly. "How do you kill an ooze" is an easy question to answer, I think it makes sense just fine within the existing rules.

>So to me prone is like, cutting out a piece on the bottom half of one side and causing the thing to fall over on that side, setting up some other dude to squash it all over the place with its warhammer.

I think "cutting off a part that it stands on to make it unstable" is analogous to cutting someone's leg off. Except, I still don't think that that would really slow down an amorphous creature. It doesn't have "parts" that are different from other parts, and cutting off one part isn't really different from cutting off another. It's just a pile of animate substance.

But, again, hacking off parts is different from knocking something prone. You don't necessarily hurt something when you knock it prone, you just push it over or entangle its legs so that suddenly the wrong part of it is touching the ground. That won't work on a green slime. You can rotate it 180 degrees and it won't give a single fuck. You CAN imagine giant amoebas with quasi-organs and different weak points, those would probably still be oozes, but that certainly isn't how a gelatinous cube has ever been described

I mean, it isn't like I can point to examples of real-world giant amorphous creature swordfighting here, this is all make-believe stuff so nothing is *too* farfetched. But my response is that I don't think you're getting the concept of an ooze creature.
>>
>>19374412
>I think "cutting off a part that it stands on to make it unstable" is analogous to cutting someone's leg off. Except, I still don't think that that would really slow down an amorphous creature. It doesn't have "parts" that are different from other parts, and cutting off one part isn't really different from cutting off another
So it's analogous to cutting off someone's leg, except not?

Christ dude, you're lecturing people on how a fictional fucking giant ooze cube works. Shut up already.
>>
>>19374434
>knocking something prone = cutting its leg off
but you can get back up from prone
>>
>>19374434
Also, like I don't necessarily think you're hurting a giant jelly square if you hack a bit off it and it all goes SPLORCH back on the hacked off bit because it can't balance anymore. It's still a giant jelly square.

That's how I can buy it.

But this entire conversation is super retarded to me. It is literally just a case of 'this is my personal limit, for reasons' - how the fuck do you incorporate that into any game other than the one you personally are playing?
>>
Can you do something to a creature that slows it down, messes up its attacks, makes it easier to hit, and requires a move action to cure? Then you can knock it prone.

Your adventurers are so awesome they can figure out whatever that "something" is for any creature. Your players are so awesome they can probably do the same.
>>
>>19374147

Forgive me if I came off as presumptuous, but I don't think it's difficult to understand why someone somewhere might want to say that you can't trip snakes, even if you personally prefer otherwise/don't care. The level of bafflement and incredulity which you kept expressing seemed so strange to me that I parsed it as something else.
>>
>>19374348
I'm sorry, but I really don't get your point.
First, both damage AND HP (from monsters and PCs alike) would progress, so you still wouldn't one-shot proper level monsters, even if you are lvl20 or so.
Second: You seem to be thinking in 3.5 therms. Wizards need to roll attacks, and fighter's exploits damage increase with level, as usual. So, again, I don't get it...
>>
>>19374492
Can I do this thing where I turn your post into an inference of you being overly defensive of your particular playstyle now?

The minutiae of snakes being prone/tripped do not really matter to me at all, and I can't really understand why someone would get hung up on them. That's "the level of bafflement and incredulity" apparently.

I don't understand why these are a big deal to you. I just accept that they are.
>>
>>19374518
He's talking about it in relation to 5e.
>>
>>19374367
First things first: Consistency does not equal realism. Realism means being realistic, consistency means never contradicting yourself. A fantasy novel can have something in it that's completely unrealistic and still have it be accepted by the reader just so long as the author never contradicts themselves. If you say the magic works like this, then you better make sure that's always how it works. Writing a story and playing an rpg are basically just a bizarre form of lying. The most important part of getting someone to believe a lie is to not contradict what they already consider to be true.
The really problematic part of this is that if an author or ruleset hasn't established something as working differently then the reader assumes it works just like in the real world. So if the author explains that dragons use magic to fly, that's fine, but if he doesn't then the reader will assume that the dragon's ability to fly is just the like that of real creatures and it's going to stick out as inconsistent to anyone who knows about aerodynamics if it isn't.
>>
>>19374434

If you do not want to discuss this sort of thing, then why do you insist on trying to discuss this sort of thing? Go discuss something else.

>>19374472

I DO think that hacking bits of a jelly off will hurt it (see the first part of >>19374213 , cumulative loss of cohesion, etc), and I don't think that the concept of "balance" means anything to an ooze of any sort. Even the cube, which is the closest thing to an ooze with a rigid structure, in my imagination would just be missing a tiny part and keep coming. Making it tip over would require cutting out or vaporizing a huge chunk, and even THAT wouldn't necessarily slow it down.

Oozes are make-believe, we've established this. But you can still have a debate about in-game reasoning. What I've seen so far, no offense, is a lot of people making token efforts at in-game reasoning, and when that reasoning is criticized they declare the whole discussion to be absurd. This leads me to believe that they aren't the sort of players who commit much brain-power to in-game logic in the first place.

It's okay if you don't care about this shit. Really. That's fine. I'm not just saying that, I really do think it's a valid play style and a fun approach to games. But some other people (not just me) DO enjoy thinking about in-game logic, and they generally prefer it when mechanics follow that logic. I think that's valid too.
>>
>>19374539
oooooooooooohh, ok then.
In regards to >>19374348, yeah, they said fighter attack bonuses would increase. Since it's based on bounded accuracy, I think they're going to be minor increases (+1 or 2, at best) as not to breake game balance too much.
Also, yeah, if they don't scale martial damage as well, casters will still rule the battlefield. I'm thinking something more 4-ish here, with every class gaining high-level and high-damage maneuvers/spells/powers/whatnot to properly deal with high-level monsters.

then again, I'm seriously looking foward to it
>>
>>19374619
I didn't say cumulative loss of cohesion, I said massive traumatic damage that causes irrevocable loss of cohesion.

Don't put words into other people's mouths, I am completely okay with an ooze ignoring gradual cohesion loss and putting itself back together.

You seem to argue horrifically dishonestly and incredibly passive-aggressively, particularly with lines like:
>This leads me to believe that they aren't the sort of players who commit much brain-power to in-game logic in the first place.
Christ.
>>
>>19374518
>First, both damage AND HP (from monsters and PCs alike) would progress, so you still wouldn't one-shot proper level monsters, even if you are lvl20 or so.
That's not what I'm talking about. Let me use an exaggerated example:
- A level 1 fighter has +4 AB and deals 4 damage. He's fighting a goblin with AC 15 and 3 HP. It's going to take him around two rounds to kill it.
- The fighter is now level 20. He now deals 234 damage on a hit, but because of bounded accuracy his AB is still +4. It's still going to take him around two rounds to kill the goblin.
Now obviously the level 20 fighter will get other stuff to kill things faster, but it's still something to watch out for.

>Second: You seem to be thinking in 3.5 therms.
Which is the right mindset to approach 5e. I don't know if you've noticed, but they ditched the 4e magic rules that required an attack roll for every attack spell. As in 3e, there's now a mix of attacks, saving throws at various points, and effects that just happen. By picking the spells that cut through regular combat math or that exploits dump stat saves, it's possible to bypass bounded accuracy the same way 3e wizards could bypass scaling defenses. And higher-level wizards become better at it.
>>
>>19374619
You just made me think of this.
How do gelatinous cubes move?
Do they hop?
Slide?
Roll?
>>
>>19374732
They apply force where they touch surfaces, I imagine.
>>
>>19374709
Yup, got you. I'm sorry, but I thought you were refering to the proposed 4e changes.

Agree on everything you said about 5e. It's... different. I hope it's well assembled enough it won't be a complete mess.
>>
>fantasy world pulled out of a random author's ass
>historically medieval europe

Why would these two things have similar gender roles or restrictions/perks in any sane person's mind? If you're making a historically accurate medieval europe rpg with no magic and every detail exactly as historically recorded, then fine, otherwise, go fuck yourself.
>>
/thread
>>
>>19375488
>/thread in an unlocked sticky
>>
>>19374657
Actually they've said that maneuvers for fighters are optional. So far we know that fighters get +1 damage and +1/odd level based on the playtest (either that or +2 and +1/3rd level but lets be optomistic here), but anything else is a big mystery. Which makes me wonder what could they give fighters that wouldn't scare off the anti-4e crowd.
>>
>>19376211
That's really poor scaling relative to the boosts the Rogue and Mage get though.
>>
File: 1338946051908.jpg-(83 KB, 969x1281, 1336676828901.jpg)
83 KB
>>19310378
>>19310378
>>19310378
>>19310378
>>
>>19376713
Is there any picture of him where he doesn't look like a creepy fuck?
>>
File: 1338946341020.jpg-(13 KB, 177x259, Howard_Phillips_Lovecraft_-_ci(...).jpg)
13 KB
>>19376729
>>
>>19374696
What i added was meant as an extension to what you said, not as a restatement. Though the distinction you just raised ("minor damage is negligible" vs "minor damage adds up") is certainly relevant now that you mention it, and if I had been quicker in catching onto that distinction I wouldn't have quoted your post as agreeing with mine.

I do not see how that is a dishonest argument, however, as you can remove the parenthetical without affecting my argument at all. I was just nodding to an agreement which (it turns out) wasn't actually there.

>particularly with lines like:
>>This leads me to believe that they aren't the sort of players who commit much brain-power to in-game logic in the first place.

You are absolutely right about that though. Talking about "brain power" implies a lack thereof ("If you disagree with me you're dumb"), so I really sound like a dick there. Sorry about that dude.

This, if you'll take me at my word, is what I meant: someone who considers the tripping-oozes issue to be trivial or stupid is unlikely to spend much time thinking about it, and so their arguments for why it makes sense are unlikely to be very good. They're just "good enough", so that they can hand-wave it and worry about more important things.

I think that this is a fair characterization of posts like >>19374472 , or >>19374434, or >>19374175 . I wasn't trying to imply that they were less capable of reasoning so much as that they weren't trying as hard, because that's what you do when you consider a discussion to be trivial. Obviously, though, I was putting off bad vibes, so I should give the conversation a rest.
>>
File: 1338948443651.jpg-(78 KB, 600x750, lovecraft gameface.jpg)
78 KB
>>19376771

So, that's a "no", then.
>>
>>19376275
Monster HP too since there's a mid to low level monster in the playtest with over 100HP
>>
>>19377530
checked over the bestiary, there are a couple with over 100, so it seems like the norm. Anyone have an idea how the fighter is meant to be useful against them?
>>
>>19328859

>It's not the same. Those are just [4E mechanics] where the 3e one is [3E mechanics]
>>
>>19329144

you deduced this from the 3 levels of playtest?
>>
>>19377825
He's just looking for reasons to scream that this isn't "his" D&D even if he has to make them up himself
>>
Where do I get the stuff to run it?
>>
>>19378853
From the official site, although you need an account.
>>
>>19378994
Don't lie.

http://dl.dropbox.com/u/2954274/D%26D%20Next%20Playtest%205-24-12.zip
>>
>>19379359
So it turns out I didn't look into as much as possible, but whatever man.
>>
>>19330308
WotC didn't buy the IP. They bought TSR.
>>
I pretty much agree with everything this guy said >>19377149. While I laugh at the idea that any version of D&D is simulationist (ramping hit points, accuracy-reducing AC, etc.), 4e's tendency to treat the in-game reality as an afterthought you tack onto the game-play results doesn't sit well with me. This is one of the things that makes it feel too war game-y for my tastes. Don't get me wrong; I like a lot of what 4e does. I like that it focuses on giving everybody something fun to do. I like that it's much better balanced that most (all?) other editions. But it's overly gamist for my taste. And if you can't even conceive of how this might be true for somebody, then you're either being deliberately thick or, you know, just thick.
>>
>>19380217
>I like that it's much better balanced that most (all?) other editions.

If you consider balance as "role protection", 4E's about the same as AD&D 1st-ed and the Basic D&Ds.

Setting aside the hand of Cook on wizards and feats, I feel the big reasons why 3rd-ed screwed the pooch on role protection are two simple problems, one hard to fix, the other very simple:
1. It stopped treating XP per level as the core balancing factor but took no steps to work around how this affects class power level.
2. It removed the inherent stickyness of melee by allowing movement tricks everyone to avoid the only penalty for rushing past the tanks.
>>
>>19380383
Yeah, because a 150 hp tank monster would so much dread the fighter's 2d6+7 attack of opportunity.

THE major problem with 3e was that dealing damage was the least optimal way of killing stuff. Coupled with universal one round casting times, this rendered combat classes a non-factor in battle.
>>
Their forums are full of hate. Its almost awe-inspiring. If we take the average, we get the following:

-Magic Missile scales to almost half keep up with fighter damage. This is overpowered
-Magic Missile scales to almost half keep up with fighter damage. This is underpowered
-Magic Missile is too powerful compared to what a fighter can manage.
-Magic Missile is too weak to bother with when anyone can just grab a sling.
-At-Will spells is broken. Too many spells at will.
-At-Will spells is broken. Too few spells at will.
-Vancian casting is too good. Their dailies should be equal to encounter powers
-Vancian casting is too limited. They need to have Encounter powers to go with these dailies.
-Too much HP: Combat is too easy as a result
-Not enough HP: Combat is too lethal without lots and lots of healbots
-Not enough healing: the Cleric has to use his spell slots
-Too much healing: the cleric can use ALL his spell slots.
-You can't count backgrounds and themes, when comparing the pregens; those aren't part of the class
-Except whatever class I'm complaining about
-Medium armor is useless [actually, that one's true. at the very worst, you'll always get just as good from light armor or the 'shittier' heavy armors; often light or heavy are outright better depending on your dex]
-Not enough actions per round
-Too many actions per round


I could keep going but you get the idea.
>>
>>19380733
What do they think of rogues?
>>
>>19380792
Half of them can't seem to figure out how the rogue works. This includes the devs, as the bugger's wisdom was a little low, and no perception bonuses of any kind, which apparently impacted trapfinding for some.

Combat advantage is too common for what it offers, and plenty of misunderstandings as to how sneak damage works were had.

Overall, folks are very angry that their "striker" cannot currently do sneak damage with multiple attacks per round [not that they've any for the moment] all round every round, and others are just as angry that they have to deal "with whiny WoW players" who "forget that thieves used to bring something other than DPS to the party table, because 4e is nothing but combat"

Speaking of "nothing but combat", some of those with the largest difficulties [as in "and our party kept getting its asses kicked"] are those that were weaned on fourth edition. One thread had me all but screaming that you don't need a "power card" to find some goddamn cover...
>>
>>19380877
Cover? In empty rooms? Without a map? Relying on vague DM descriptions? That barely do anything against 10 kobolds with advantage?
>>
>>19380877
You can't find cover unless the DM explicitly gives you some. We've already argued about this before; spells and powers serve to guarantee you effects. Spell that says 'fireball for 6d6' smacks everything in radius for 6d6 fire damage. A power that says 'you take cover' guarantees you can take cover when you use it. You don't have to beg the DM for it, and the DM doesn't have to bother painstakingly designing every square yard of the dungeon to provide you with tactical options. It's just assumed to be there.
>>
>>19381062
Stop playing with that DM. And stop using powers as excuse of lazy and/or retard DM.
>>
>>19381107
As soon as they publish a D&D game without a single spell in it.
>>
>>19381228
They did already. It's called 4e.
>>
>>19381348
And by the metrics that it was measured by, it failed.
>>
>>19380922
>Cover? In empty rooms? Without a map? Relying on vague DM descriptions?
This is the way we always used to do things. I mean, occasionally when the battle was complex (lots of enemies, complex terrain or room geometry, etc.), the DM would make a quick sketch and/or use dice graphics ("the white d6s are goblins..."), but most of the time it wasn't necessary. Don't get me wrong, I have nothing against folks using a battle grid and miniatures, but they aren't strictly necessary for most games. And if your experience is different, it's probably because your DM(s) just don't know what they're doing without props. They're just used to doing it the other way. With a little practice, though, they'd probably get a lot better at it.

Note that I'm not addressing the larger argument here, just making a point about the absence of cover because of no map, empty rooms, etc. With any decent DM that will rarely be true.
>>
>>19380733
So "American politics" the RPG? Half the people feel vehemently one way, and the other half feel vehemently the other way. One side is more or less right on most things, but there's no agreement on which side that is, because the other side is so incredibly zealous that they will never see reason. Awesome.

(Note that I've been very careful not to identify which side is basically right and which side is retarded and/or evil so as to avoid starting a political argument. But you know which side is which... and you only have a half chance of being completely wrong about that.)
>>
OP here. I'm really, really, really sorry about this thread.
>>
>>19381494
>implying that Democrats and Republicans aren't both fucking retarded and ruining the country
>>
>>19381665
>>implying it isn't the lazy ass masses who think voting anyone in to office will fix all of our problems.

a government by the people for the people, and the people demand more time to sit on their ass and watch TV apparently. This country needs to fragment really bad. inb4 we go full circle back to hating on my gender.
>>
>>19380733
>-Magic Missile scales to almost half keep up with fighter damage. This is overpowered
More like 70% (more without Slayer), and yes, that's a bit of a problem. There's also the fact that the numbers seem pulled out of their asses, there's no evidence of underlying rules that tell designers what numbers are acceptable at what level.

>-At-Will spells is broken. Too few spells at will.
You must be fucking kidding me.
>>
>>19310323
My favorite thing about it is that Race, Background, and Theme become more meaningful, interesting choices.

Race has traditionally been a quickly-forgotten choice dwarfed by Class, and Background/Theme tend to be tacked on later in an edition's lifecycle, and either accidentally OP or laughably minor.

Even if 5e as a system doesn't work out, you can bet I'll port the character creation back to 4e for my lazy boring players, and to 3.5 for my min-maxing dickwad players.
>>
File: 1338978623451.jpg-(40 KB, 500x412, 129154837087832347.jpg)
40 KB
Hello, my fellow Grea/tg/entlemen!
I come with a plea for help! A bunch of friends of mine have decided to try out D&D and made me their DM. Seeing as i've never DM'ed a game before (let alone play it in it's tabletop variant) i come here seeking your knowledge on the field!
I've already created a rather decent story for the adventure and i do know a few things about the game (gathered mostly from playing Baldur's gate I and II and lurking this board for a few months now) but i still think it isn't enough to pull out the DM roll properly.
So, please good sirs, do help this greenhorn in his quest to become a decent DM!

Pic sort of related, i've always liked these illithid fellas.
>>
>>19381909
>Race has traditionally been a quickly-forgotten choice
You know, if by "traditionally" you mean "the time between AD&D and 3rd edition." Outside of these bounds, race was a choice that remained relevant at every level.
>>
>>19382018
If you haven't picked an Edition i'd suggest 4e since it tends to be much easier to GM than 3.x, but if you don't like the looks of 4e then Pathfinder is pretty much an improved 3.x

As for GMing advice, the big thing is unless you're running a sandbox style game you want to plan ahead, and plan ahead in as many directions as the players can go in. It is also important to never force the players to do something a good GM makes sure that the players feel like they are doing what they want to do.
Last piece of advice, that I only mention because I saw another rookie GM not do this, make sure your players all have a reason to join up.
>>
>>19382018
You want the following products:

Monster Vault
Rules Compendium
Heroes of the Fallen Lands/Heroes of the Forgotten Kingdoms (either or both)

You can subsitute the original 4e Player's Handbook and Dungeon Master's Guide for the last two, if you're comfortable with everyone having much more complex characters from the off. Don't use the first monster manual though, the newer ones are more tightly balanced.

You might want to consider running premade adventures while you're finding your feet too - the WotC site has a bunch of free ones.
>>
>>19381819
At level 1, its 2-5 vs the fighter's 9-19. Average is 3.5 vs 14. a clean quarter. Three is what the fighter does on a miss, and the average accuracy is higher than in 4th [where doing 4 on a miss, 12 on a hit was more valuable than doing 15 on a hit, nothing on a miss]. Magic missile does half a point more on average than a fighter's miss.

At level 3 this stablizes to 2x 2-5 vs 10-20. The average has become 7 to 15 roughly half damage.

The 70% people are claiming is from abberant extrapolation: Everyone's counting the fact that the magic missile description states [as such being the only mention of anything beyond level THREE in the entire playtest package, period] that it'll eventually cap at 4 missiles at level 9.

Meanwhile they ignore the fact that the fighter's doing 2d6 base with a 1d12 weapon, shoo away the on-miss damage because that's "theme" [though several of those at-wills were gained by the mage through said theme as well], and ignore a level difference, oh and cleave too. Cleave does not count.

Complaints all over show up as
"The fighter does 2d6+7 [actually +8 at third] while the mage does 4d4+4 [with the occasional claim of a fifth missile]."

No fucking DUH the mage is doing almost as much as the fighter, he's SIX OR EIGHT MOTHERFUCKING LEVELS ABOVE HIM [depending on whether you were one of those omitting the one point gain].

You better fucking hope you're not still being significantly outdamaged by a sling with your magic base attack when you're eight levels above the other guy.
>>
>>19382236
That's a fair point, they have mentioned that they want damage to progress in line with HP while to-hit scores stay more or less stable. There's just so much that's regressive about the playtest materials that people assume fighters will be doing weapon die + strength mod all their career.
>>
>>19382236
You're talking to someone who's done the math as soon as the playtest was released. And no, I haven't bothered looking further than 3 because we don't know anything about later levels. The 70+% is at level 3.

Fighter 3 with slayer deals 11.4 to 8.1 DPR (depending on AC).
Fighter 3 without slayer deals 10 to 5.5 DPR.
Wizard 3 deals 7 DPR.

Also, not that it matters but your math is all wonky. Fighter ain't doing 14 average DPR at level 1. More like 10.4--7.1 with Slayer, 9.35--5.15 without.

>oh and cleave too. Cleave does not count.
Cleave is rather harder to put into math, but you're going to be in trouble if you include it. Why? Because it only does meaningful damage when you're fighting minions, and when that happens the fighter's DPR drops to the cellar while the wizard's rises (because of two-targets Magic Missile).
>>
>>19382319
Autism makes my head hurt.

Go play League of Legends or some shit like that if you're that concerned with the numbers.

I miss the days before the internet, when people like you weren't allowed to have opinions. You just hid in the back of class and prayed no one noticed you and beat your ass.
>>
>>19382236
actually I think the claim is based on the accuracy assuming an average AC of 15. Given that the AC seems to range from 10-20 for monsters that isn't a bad assumption.
Fighter does (.4*3)+(.55*15)+(.05*20)= 10.45
Wizard does (3.5*2)=7
67.0% close enough to 70 at level 3.
Though if you want the full range (assuming 1-20 is correct)
at AC 10:
Fighter, (.2*3)+(.75*15)+(.05*20)=12.85
54.5%
At AC 20:
Fighter, (.7*3)+(.25*15)+(.05*20)=6.85
102.2%
So, yeah. The Wizard's weak at-will option actually compares quite well to the Fighter's pretty much only option.
>>
File: 1338985208601.jpg-(26 KB, 431x300, head_explode_paradox_time_lets(...).jpg)
26 KB
>>19382344
>>
>>19382341
>Autism makes my head hurt.
You're objecting to somebody doing math to prove that somebody else's math is wrong? You'd rather be playing a game where the math doesn't add up because math is for nerds and normal people play games designed at a 4th grade level (by which I mean, games designed *by* 4th graders)?
>>
>>19382174

A lot of essentials characters are actually more complex or have more powers than their non-essential counterparts. They're designed to be created in less steps, but for the magic users, that just means that they choose a "package", which can be three or four powers clumped together.

The essentials fighters and rogue are quite good, though, and easy for new players to run. If you're going to buy Essentials, definitely go with Fallen Lands over Forgotten Kingdoms.
>>
>>19382533
Yeah, I actually liked the essentials classes. They felt more "Classic" then everything else that was 4e. The slayer and knight, while still shit with ranged were more like the traditional D&D fighters of yesterday.
>>
>>19382174
Additionally if you want something more well written plot-wise and you're feeling up to the challenge of converting (all iin all it's not that difficult) the paizo Adventure Paths for Pathfidner are quite good.
>>
File: 1338989758645.png-(87 KB, 1344x271, leetThread.png)
87 KB
>>19382684
It's been quite some time since leet-speak was relevant, but you have the dubious honor of having the 1337th post.
>>
>>19382488
It's like the equivalent of gaming hipsters who only play crappy Newgrounds flash games, claiming everything with actual professional game design is for nerds.

I really don't get where this hate for TRPGs have actual working math came from, unless it's just another case of '4e did it, therefore it is BAD'.
>>
>>19382488
The purpose of D&D was never to have balanced characters. Do all the math you want to, that still remains truth.

I'd love to kick you in the diabetes until your asthma kicks in and kills you.

Every time I try to take my wife to the game store, there is always a gaggle of smelly, fedora wearing fucktards like you, arguing about what is "broken" about various game systems.

Then she makes fun of me liking RPGs for days after, and I really can't defend liking them while people like you continue to exist.
>>
>>19383224
I didn't know caring about math during game design made you a smelly, fedora-wearing fucktard.
>>
>>19383254
Yeah, I'm sure you aren't fat and have excellent hygiene.

At least in your internet fantasies, amirite?
>>
>>19383285
Oh, it also makes you fat? Dear god, math teachers, what have you done?
>>
>>19383224
Good thing you know what true D&D is like
Now go back to 3.5 and not pester us here anymore
>>
>>19382319
Actually those minions have five hp [goblins]. One poster was rather adamant about "irrelevant monsters" not deserving to be a threat and didn't like this, but screw him, 5hp is plenty low.
Does mean, though that 3/4 of the time the wizard fails to kill one with only one missile. Goblins have AC14. Long as he hits, the fighter kills them in one hit.
>>
>>19383348
Look at you, you get to be tough on the internet. Feels good, doesn't it.

And I'm still playing 2nd Edition, nigger.
>>
>>19383356
It'd be nice if we could do kills-per-round. But that would require 5e to have baseline values for the AC and HP of each kind of monsters at each level. And this isn't 4e any more.
>>
File: 1338995436420.jpg-(84 KB, 398x580, you-seem-upset.jpg)
84 KB
>>19383365
>>
File: 1338995569464.jpg-(39 KB, 620x434, 1305744476619_4755742-620x.jpg)
39 KB
>>19383224
>The purpose of D&D was never to have balanced characters. Do all the math you want to, that still remains truth.
Yes. God forbid we have a game built on dice probability that is designed by people who understand probability. That'd be almost as bad as a nuclear power plant designed by people who understand nuclear physics (fucking losers). Knowing stuff is gay. Being ignorant and stupid is cool. What we need in our games is less knowing stuff and more feeling stuff really hard. It'd be best if we based these feelings on preconceived* notions of what's cool without any sort of supporting evidence. Ideally, these notions should be formed in pre-school, because I'm pretty sure that knowing how to read makes you gay (or at least that's what some other kids said in kindergarten). What's next? Video games made by people who know how to program?

* "already thinking stuff ahead of time"
>>
>>19383413

They've made lots of games with completely accurate probability.

No one played them because Mathematicians make terrible games.
>>
>>19383224
Actually in every edition they try to strike a balance between classes.
>>
>>19383430
>completely accurate probability
False dichotomy.
>>
File: 1338996724727.jpg-(97 KB, 900x600, what_the_fuck_is_this_thing.jpg)
97 KB
>>19383430
>They've made lots of games with completely accurate probability.
>No one played them because Mathematicians make terrible games.
Any game that's anywhere approaching half-decent has gone through a lot of balancing. This is true of even something as unbalanced as 3.5. Doing the math is a way of testing the balance of a game without having to play test it over and over.* Good RPGs aren't *about* math but are built on good math. It's like how they run computer tests to see how aerodynamic different car designs are, even though driving a car really has nothing to do with running computer tests. Also, knowing and applying basic statistics doesn't make you a mathematician anymore than knowing how to read and write makes you a linguist.

* In this thread, math was used to demonstrate the balance of power between wizards and fighters. Without math there would have been no basis of comparison. It would just have been: "magic missile is too powerful." "Is not!" "Is too!" "Is not!" And so on. If you think that backing up your argument with evidence is a bad thing, then you should refrain from ever debating people. It would make you look stupid and nothing would be accomplished.
>>
>>19383539
Note that the people who go 'maths is for NEEEERDS' tend to be the same people who have their opinions proven objectively false with said maths.

Also, we're on 4chan, playing the 'well you're a NERD' card is an automatic admission of defeat and profound idiocy.
>>
>>19383430
look at how dumb you are
>>
>>19383430
we don't want accurate probability, we want fun probability, a game where some options don't completely control the story while others never come into play.
>>
>>19383539
I'd just punch in your, fat, nerdy, autistic face. Then I'd stomp on your fedora.

Who wins the argument then?
>>
>>19383539
First of all, nobody in their right mind tests anything based off of computer probabilities except for idiots who think a spreadsheet can calculate whether or not a ninja can take on a pirate based on how cool their weapons were in a 30 minute program.

Second of all, I don't test aerodynamics with a computer, I use a wind tunnel.
>>
>>19384081
My friends and I loved raging at that show. Their conclusions were so fucking arbitrary...

"Look. With a strong slash, this blade cuts deep into our ballistics-gel-with-skeleton, leaving a gash in the bone. Comparatively, when we attempt a pretty lazy whack with this morning star, the assembly is only somewhat shredded, with just a bit of the skeleton frame being utterly annihilated. Advantage: Samurai"
>>
>>19384161
"well okay, so the katana didn't even fucking chip the mail, but that's alright, because the samurai have a backup weapon; this very big club that's heavy as fuck to carry around"
>>
>>19383539
Note that you don't seem to actually grasp what you are taling about

The biggest flaw of testing a game by merely running numbers is the fact that you lose the most important aspect of the game, the god damn context of the dice rolls in the first place. Wether by a mistake in math, bais by the tester, or a many different reasons, it is impossible to accurately test an RPG without playing it properly.

And contrary to popular believe, an RPG does not have to be perfectly balanced. Though they still need it to a certain degree, RPGS have the advantage over a board game since they are not a player-verses player competition.

If by balance you are refering to role-protection, 5e is being not for you then since they trying to get away fromt he mistake of pre-determined battle roles of 4e.
>>
>>19384175
not that they actually go that far.
They probably compare a tetsubo to a gauntlet seperately.
>>
File: 1339003546569.jpg-(3 KB, 126x126, 1337940194601.jpg)
3 KB
>>19384081
>First of all, nobody in their right mind tests anything based off of computer probabilities
Economist. Statisticians. Astronomers. Basically anybody who does anything dealing with math.

>except for idiots who think a spreadsheet can calculate whether or not a ninja can take on a pirate based on how cool their weapons were in a 30 minute program.
You can reasonably calculate the average damage per round a fighter can dish out. You can't calculate whether a ninja beats a pirate because you don't even begin to have all the information necessary. But equating the two is like saying that the only person who thinks the guy at the counter can give you correct change after you buy a pack of gum is the same guy who thinks he can count the number of atoms in the universe by hand.

>Second of all, I don't test aerodynamics with a computer, I use a wind tunnel.
If you don't start with computer simulations, then you're a terrible car designer. Computer simulations come first so you don't have to build absolutely everything that pops into your head in order to compare them. That gets expensive.
>>
>>19384161
What show is this? I must know, for SCIENCE!

>>19384191
Math is not the end-all for RPGs because they're very complicated and you're rarely ever able to apply your full force to a problem at any given time. Combat situations are too variable and complex for that. However, math is very useful for things like balancing damage and constructing monsters, or feat comparisons and benefit ratios. You can't make a good RPG without playtesting, but you can't make a good RPG without running the numbers, either, especially not one as combat-oriented as D&D. Mathematical analysis is invaluable, but I don't think anyone would claim it's the ultimate or the only way to build a game unless they were trolling.
>>
>>19384191

I don't think it's a mistake.

Otherwise, you are likely to have wizards do basically fucking everything, and have power tiers based on the classes that absorb all the roles that matter.

I will agree that having roles and main classes be 1 role/ 1 class is silly, but 4e started away from that post Essientials.

And while numbers analysis doesn't get you any of the fluffy parts of RPGs, it does help you understand that characters not being able to do anything is not bad dice rolls for actions, but something more systematic.
>>
>>19384452
>I will agree that having roles and main classes be 1 role/ 1 class is silly, but 4e started away from that post Essientials.

Pre essentials really. At least battle rager fighter was not bad as a striker as far as I know.

Also, everyone but like, the ranger had a secondary role.
>>
File: 1339004226580.jpg-(38 KB, 554x489, math is hard stripper.jpg)
38 KB
>>19384191
>Note that you don't seem to actually grasp what you are taling about.
I know exactly what I'm taling about.

>The biggest flaw of testing a game by merely running numbers is the fact that you lose the most important aspect of the game, the god damn context of the dice rolls in the first place.
Nice straw man you've got there. Nobody ever said anything about not play-testing a game. Math can't tell you everything. But you're seven kinds of stupid if you don't have a basic grasp of, let's say, how much damage a fighter can dish out before you move to the play test phase. And if you follow this argument back, it's really about whether comparing damage output using math makes you a stupid loser who deserves to get his ass kicked. And I'm not exaggerating on this.

>And contrary to popular believe, an RPG does not have to be perfectly balanced.
It's pretty close to impossible to perfectly balance an RPG, unless it's dirt simple. But if, for instance, a wizard did more damage on average with his at-will cantrip than a fighter did with his primary attack, that would be problematic. And how would you know who did more damage? By doing the very same basic math that you guys have been railing against here. Basic. Fucking. Math.
>>
>>19384507

Far enough, but actually designing subclasses that had (this a leader now, and this a striker now, and this a controller now) only happened in the various Heroes of X
>>
File: 1339004844723.jpg-(24 KB, 600x450, shit_trains.jpg)
24 KB
>>19383929
>I'd just punch in your, fat, nerdy, autistic face. Then I'd stomp on your fedora.
You're really trying to be macho and put people down for being nerds on a board dedicated to RPGs? Is this like when the really effeminate guy bashes gays to make himself feel better?

>Who wins the argument then?
The guy who actually supported his position with logic.
>>
>>19384414
Deadliest Warrior on Spike TV
>>
Sorry for somewhat off-topic post, but I don't think this needs its own topic.

What's the best DnD to start off at? 3.5, right?
>>
>>19384838

>chuckle

Not really, the rules system for 3.5 has some major flaws, and 1st level play isn't really interesting.

That said, finding a decent G/DM is important enough, and lets you get around badly written rules.
>>
>>19384838
BEMCI/Rules Cyclopedia or 4E.
>>
>>19384838
3.5 is probably the worst D&D to start off with. Either go with 4e or a retroclone, depending on what you're looking for. You'll probably be able to find other folks who play 4e, and it'll give you more options. A retroclone will be much easier to learn and easier to wing. 4e can be a bit war game-y and a retroclone can be a bit dated and slapped together feeling. Swords and Wizardry is a simple retroclone. Castles and Crusades is a more modernized one, but it's also a bit more complicated (though still a good deal simpler than 4e).
>>
>>19384838
sweet jesus don't start with 3.5
>>
>>19382319
Hey, faggots, I see that y'all are weeping over the math in 5e. Good news! Someone better than you did the math for you.

http://www.therpgsite.com/showpost.php?p=543228&postcount=7

CONCLUSIONS: Fighters are fine, go cry into my dick.
>>
>>19384838
You can start with anything really. I think 2E would be ideal to start with, but 3E works fine. The main problem with 3E it is that Feats and Skills add a lot of undesirable bookkeepping to characters, but are core to the game so you can't trivially ignore them.

Don't bother with 4E if you're looking for a "D&D" experience. It is a real outlier. 4E "Essentials" did fix the problem a lot though, but I don't think it's very popular.

Also... you could just play the playtest man. It's better than people make it out to be.
>>
Just so you know, guy who asked which edition to start on, the suggestions in these posts >>19384895 & >>19384935 is pretty similar. A retroclone is a repackaged version of old school D&D (using the open game license to basically copy pre-3e shit). BECMI/Rules Cyclopedia is Basic D&D, which is on the simple end of old school D&D (which is to say that it's the non-advanced version). I personally think that retroclones tend to be a bit better in presentation than the original versions (and when they make rule tweaks, it usually improves things), but if I were suggesting an "authentic" version, I'd definitely go with Basic. Personally, I prefer B/X to BECMI, but they're mostly the same.
>>
>>19385044

what exactly is "the D&D experience?"

All essientals did was include a bit more leveled progression for non-powers, and have martial classes without any daily attack powers.

Unless daily attack powers not being martial is really important to you.

.... they need to make a magicial blasty class in 5e.
>>
>>19385035
>I wrote up a thing but Morrus was unhappy about my use of the term "anal hemmorhaging" to describe the condition of 4e players. I will repost it later.

Oh god my sides.
>>
>>19385044
>Don't bother with 4E if you're looking for a "D&D" experience.
While I will agree that 4e is "the most different" from the other editions, 3.5 really doesn't bear much resemblance to the original D&D, so the idea of that there is a genuine D&D that 4e deviated from is a bit silly. OD&D and Basic are significantly different from AD&D, which is significantly different from 3e, which is significantly different from 4e. And since I highly doubt that most of the people who play 3.5 are the least bit concerned with how true it is to OD&D, I don't think that 4e players should be very concerned either.
>>
>>19385035
>Good news! Someone better than you did the math for you.
I'm not invested in this at all. I haven't done anything more than glance over a little bit of the play-test material (what I saw looked promising). But it's not like the math you're pointing to is anything fancy. This is basic stuff, and it's already been done in this thread.
>>
>>19385035
He's not actually comparing fighters to clerics, though. He's comparing THAT fighter + stats + equipment to THAT cleric. The fighter has higher strength and a more damaging weapon, OF FUCKING COURSE he's going to do more melee damage per single strike. These are exactly the sorts of things that need to be equalized before actually comparing classes to each other.

He utterly fails to take into account the everpresent nature of spiritual hammer, the frailty of the fighter, or any of the myriad other variables that have already been discussed here as to why you can't do math in a bubble. In our playtest the fighter was great at first but had no staying power whatsoever in combat, the actual damage kings were the wizard and rogue, with cleric and wizard winning for versatility.
>>
>>19385084
Ah, I'm not prepared to make a formal study of it, but off the top of my head, fighter powers, iconic spells being completely different, a third of the classes/races weren't really traditional "D&D" races (and on top of that some glaring omissions). All they really retained were some trademarks and the Feats/Skills system (which is hardly a D&D thing). And on top of that, the whole design of basically removing any practical difference between magic and hitting guys.

Essentials fixed a lot of stuff. If you pick up Red Box or HOFL, you just get iconic D&D classes. The martial/magic conflation is fixed. Magic Missile actually works like Magic Missile for a change. Lots of stuff man.

>>19385140
3E is definitely a different system from AD&D, but it's still rooted in AD&D. A lot of the content between AD&D and 3E is *identical*, and if you look at stuff like how they did the monk it's a really clever reimplementation of the AD&D source. The 3E guys were clearly trying to make a game that derived from the rules of previous editions, while the 4E guys were clearly trying to run away from those rules as fast as possible.

3E certainly made mistakes, but the effort is certainly there, and it mostly keeps the feel for low levels.
>>
>>19385238
>A lot of the content between AD&D and 3E is *identical*, and if you look at stuff like how they did the monk it's a really clever reimplementation of the AD&D source

Suddenly all your text became "I HAVE NO IDEA WHAT I'M TALKING ABOUT BLOOOOO BLOOOO BLOOO" sorry could you repeat that?
>>
>>19385215
This post. This post right here is why I am utterly baffled as to the mod making a sticky for this thread.

WE KNEW THIS FROM THE LAST THREAD.

It took another 1000+ posts to reach THE SAME CONCLUSION.

Well done!
>>
>>19385279
Why are you confused? This is a punishment for us being fags about D&D all the time.
>>
>>19385238
>3E certainly made mistakes, but the effort is certainly there, and it mostly keeps the feel for low levels.
No, no it doesn't. The skill system alone heavily divorces 3E from 2E, and then you've got stronger Wizards, Clerics, Druids, and Rogues compared to the weaker Fighters. They don't even remotely play alike; 2E has far, far more limitations on spellcasters and is far more lethal than level 1 in 3E is.
>>
>>19385035
>damage without taking AC into account
>using Slayer and all the other bonus shit instead of the underlying classes
>implying we were talking fighter vs cleric and not fighter vs wizard
But thanks, we sure needed someone "better" to do basic probabilities.
>>
>>19384621
Nope.

Nice try, but all of History proves the the guy that punches harder wins every argument when it counts.

Why don't you use some math to figure out how many of your fucking teeth I would break off when I curb stomp your asthmatic ass?
>>
File: 1339013379769.jpg-(12 KB, 245x251, Say-that-to-my-face.jpg)
12 KB
>>19385727
>>
>>19385727
muscle-powered weapons have been obsolete for a long time.
here in the USA, punching someone's face in is a great way to get maced and arrested with video proof. Or shot a dozen times.
>>
I love Edition Wars!

It's so much fun trolling asperger fuckwads.

Thanks WoTC
>>
>>19385862
Don't pretend you have a gun, nerd boy.

I'd knock your shit stupid. I'd beat you so badly, in ten minutes you'd agree that 4+4 was 28 if I said it was.

Wait, this is /tg/, better make that five minutes.
>>
>>19385893
Please continue this is starting to get funny.
>>
>>19385866
>implying that you're trolling anyone in any sense other than making people scramble to shut bullshit statistics or opinions down because that makes a bad impression on new players and spreads misinformation
Come on.
>>
File: 1339014140730.jpg-(76 KB, 514x429, reefa o'really2.jpg)
76 KB
>>19385727
>Knowing stuff is gay! I'll beat you up on the internet!
>>
File: 1339014537694.jpg-(34 KB, 482x403, Internet-tough-guy-_ttbi.jpg)
34 KB
>>19385727
Internet Tough Guy
1) A 12 year old who just discovered the internet and all it's anonymity.
2) Someone who constantly talks about how bad and "hardcore" they are over the series of tubes called the internet.
>>
When I see threads like this I sometimes think that the people "contributing" are practicing ways they can convince a physician that they have some serious autism-flavoured neurologicial problems in order to claim disability benefit or something.
>>
File: 1339015701380.jpg-(181 KB, 416x431, 1328994259821.jpg)
181 KB
Seriously, whoever stickied this should jump off a fucking cliff.
>>
>>19386217
That's our mod for you...
>>
>>19386217
Absolutely. I don't like stickied threads under the best of circumstances.
>>
>>19386092
I'm diagnosed aspie, and last time we had a thread on that topic it turned out I'm far from the only one on this board. What of it? You need *someone* to analyse the math if you want a game to work as intended, might as well give the job to people who actually enjoy it.
>>
>>19385215
No, if you'll actually read the thread, the guy took the the best parts of the cleric and compared them to the single fighter. We don't know anything else about the rest of the system thus far, so that's all we have to compare. We can speculate, of course, but nobody knows how the game is going to play out over 20 levels.


Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.