Saturday, June 9, 2012
A Treatise on Why I Don't Like 4e
I just read this post this morning and I think it epitomizes FOR ME why I DON'T LIKE or enjoy 4e.
The author has written a very good post and I'm sure that his advice and ideas will be useful to 4e DMs. This IS NOT a criticism of him. In fact, you could consider my calling his article out a compliment! He has created an excellent summary that I think cuts to the very core of why 4e doesn't do it for me.
So, a heartfelt thanks goes out to Ameron. Sincerely. Your post articulates exactly why I don't like 4e and I very much enjoyed reading it. :)
Tuesday, May 22, 2012
4e, The "Delve Format" and Good Advice
Anyway, within his post he gives this bit of advice --
The real lesson of the Delve Format (and my experience at Origins) is this: no matter what the delve format was trying to do- the battles don’t play themselves. And Good DMing has to do with more than just knowing the rules.
1. If you want to do weak Dms a favor, give them less crap to worry about.Because they can’t manage it.
2. And if you want to do great Dms a favor, give them less crap to deal with. Because they can do a better job just by being free from the restrictions.
Either way, less, less, less. (emphasis mine)Good advice.
Which would you rather run? This --
Or this?
A6 80'x110'x40' H Overrun with 20 spriders (sic - or is it?). 1/2 HD 1-3-2-2-4-1-2-3-3-1 HTK,AC 4 non-poisonous 1/bite. Cobwebs slow movement 1/2 normal. Six Zombies;2 HD, 8-4-7-13-15-6 HTK, AC 8, 1-8/hit, thumping on dead rat.Or even this?
190. BADGERS. The gnomes in #189 have trained thesebadgers as pets and will use them in combat ifnecessary. Three badgers (6, 8, 10 h.p.).
Sunday, April 17, 2011
You've GOT to be KIDDING ME!
Monday, December 27, 2010
House Rules for 4e?
Yet, I keep reading about house rules for 4e in the blogosphere. What's up with that?
I mean, if you want to make a lot of house rules, wouldn't it be easier to start with a slimmer, less restrictive, less mechanical system?
I know this post sounds like trolling (or flame war fodder) but I really don't mean it that way. I'm actually posing a question -- why play 4e with all its errata and multiple gigantic rulebooks and beta online character generator (and subscription service) if you are going to house rule the whole thing anyway.
What's the upside?
Wednesday, December 15, 2010
Whaaaa?
D&D Organized Play Content Developer
Wizards of the Coast
Whaaaa?
Wednesday, December 8, 2010
The Dungeon of the Ghost Tower -- 4e becomes S&W! (Part 2)
Of course, I didn't use 4e, so I can't speak to how the adventure would play in that system. :)
When last we left our heroes, they had discovered to small chambers at the bottom of ladders secreted within sarcophagi --
One led here:
Monday, November 8, 2010
4e Displacer Beast
The displacer beast has always been a favorite of mine. I don't know about you guys, but the new displacement rules seem pretty harsh with this new beastie... Now you have to hit (roll high enough) AND the number has to be EVEN!
Only HALF of your successful hits are going to actually hit. Wow! That's tough...
Here's a page from the old 2nd Ed Monstrous Compendium -- I don't have anything else handy...
Friday, October 29, 2010
The Dungeon of the Ghost Tower -- 4e becomes S&W!
Once the blades had run their course, the party ran for the exits -- some forward; some backward. Collen moved toward the metal glint hoping that he could disable the room. Whirring and clunking were heard as the trap reset and then -- CLICK -- another set of pressure plates! Here come the blades again! I rolled 3d8 and GOT 2, 4 AND 5 AGAIN! Freaky! Oryx, Kalen and Collen all had to save -- which they did and Collen turned the whole thing off! Whew!
Now on to the tombs!
Where to begin? There were 2 leader skeletons [AAC 14, 3 hits], 2 demonic bats [AAC 16, 4 hits] and a bunch of mook skeletons.
The clerics were able to turn the mook skeletons who ran for the back of the room. Some entered the purple mist and found themselves coming right back out again.... teleport? The party dispersed and attacked the leader skeletons and bats. Collen was extra excited because BATS CAN FLY and he has a +3 sword vs. flying creatures! The battle went four rounds, Collen, Owyn and Xavier took some serious damage, but the monsters were defeated.
Collen picked up a skull and threw it into the purple mist -- it came straight back out on the same trajectory it was thrown on! Definitely teleport of some kind...
The party searched the sarcophagi and discovered a narrow shaft with a rickety ladder in #5 and #7 above. A faint blue glow emanated from the depths of #7 while a leering, bloated yellow demon face looked back up the shaft at the party from #5.
What to do now!?!? (more to come!)
Sunday, October 17, 2010
Red Box Sightings
Here's a pic of the shelf that once had two copies...
I was also at Target (I've just moved so the wife and I are doing a bit of shopping) and they had three copies...
We'll see how long they last...
Wednesday, October 13, 2010
This makes me tired...
This just turns my brain OFF in a way that I can't describe... I'm sure the creator of this beastie is a fine human being and I'm sure that he enjoys his game and kudos to him for that.
I can say with certainty that I won't be running a 4e game -- EVER!
Tuesday, October 5, 2010
I remember when ROLEplaying wasn't ROLLplaying...
Don't get me wrong. I love Wil Wheaton and there are parts of the scenario that I enjoyed. I just don't like the part where Chris tells the players that they'll be rolling Streetwise. Get 2 successes. Good? Done. Now roll Intimidate or Diplomacy. Get 2 successes. Good? Done.
I like the creative part with the Arcana skill. I'd probably do the same, but when is it that the players get to come up with ideas?
How do they want to find poor Aeofel? How did they know that they should go beat up some NPCs if the DM didn't tell them? What about being in character? What about actually asking the NPCs questions? What about dead ends? Wrong questions? Lies and half-truths? What about actually acting out the intimidation?
The whole "rollplaying" part seems like a railroad to me...
Then there's the part about making an Arcana check to figure out how the portal works (cop out!), and don't get me started about 1 hp minions... It took poor Wil five minutes to describe a freaking zombie... Ugh.
Saturday, October 2, 2010
51 Followers! 100th Post!
Thank you all so much for following my blog. I appreciate your support and I hope you enjoy the musings and comments I post from time to time.
This is also my 100th post! I started this blog on my birthday (March 1) and today is October 2. Seven months to reach these milestones. What a ride! :)
Here's a discovery from my local Wal-Mart. I went there to buy a box fan and I stumbled across a box of a different kind (and color)...
PS: the Wal-mart also had Heroscape expansion sets on clearance too... Set 9. You might want to look in the clearance aisle at your nearby store!
Monster Book Update:
Bat from Ancient Vaults has agreed to contribute some monsters from his blog to the updated monster book. Awesome! He's also offering to contribute some art as well. I'm very excited! Thanks Bat!
A friend, Jef W, who is a talented artist and player in my Castle of the Mad Archmage campaign, showed me a fantastic picture on Thursday of an imp that he's working on for the book. It was in pencil and he's planning on inking it. It is great! It shows an action scene and in that way it is reminiscent of EO or Tramp. I'm looking forward to all the pieces he's willing to share! Thanks Jef!
Tuesday, July 20, 2010
Another 4e Observation
I'm posting this as a way to help "figure 4e out".
One thing that I'm figuring out is that "everything is relative" in 4e. Character progression is merely an illusion. You get better - the world gets harder. Not just the monsters -- that I can live with -- I have more dangerous monsters in my game too. Low level characters are well advised to know their limits. Not in 4e. There are no limits. Everything is "manageable" and "comparable".
Let me illustrate by sharing a story. I'm a teacher. There was this other teacher who used to work on a different team. One day, I learned a little about how she graded. Every daily assignment was worth 20 points and every test was worth 100 points. At the end of a 90 day semester, students in her class could reasonably expect to earn over 2000-2500 points during the semester.
One day, I shared with her that assignments in my class were 5 points per day and that my typical test or quiz was about 25 points. Students in my class could expect to earn about 400 to 500 points during the semester.
She told me that I wasn't assigning enough work if the students only earned 500 points. :)
We'll, in 4e it seems like with every level you earn; every skill that's improved; every bonus that's added to your character sheet -- even the mundane things get harder. It's a constant battle for balance. You have more HPs, so now everything does a little more damage to take your HP advantage away.
Here's a snippet from the 4e DMG and a table (click to embiggen):
Example: Shiera the 8th-level rogue wants to try the classic swashbuckling move of swinging on a chandelier and kicking an ogre in the chest on her way down to the ground, hoping to push the ogre into the brazier of burning coals behind it. An Acrobatics check seems reasonable. This sort of action is exactly the kind of thinking you want to encourage, so you pick a moderate DC: The table says DC 14. If she makes that check, she gets a hold on the chandelier and swings to the ogre. Then comes the kicking. She’s more interested in the push than in dealing any damage with the kick itself, so have her make a Strength attack against the ogre’s Fortitude. If she pulls it off, let her push the ogre 1 square and into the brazier, and find an appropriate damage number. Use a normal damage expression from the table, because once the characters see this trick work they’ll try anything they can to keep pushing the ogres into the brazier. You can safely use the high value, though— 2d8 + 5 fire damage. If Shiera had used a 7th-level encounter power and Sneak Attack, she might have dealt 4d6 (plus her Dexterity modifier), so you’re not giving away too much with this damage.
When Shiera is 30th level, that chandelier will be a check of 28 and those
I guess the chandeliers earn XP from all the adventurers swinging on them...
Damage Changes by Character Level?
I don't play 4e, but apparently if you are 1st level and fall in a pit, you take 1d8+4.
If you are 16th level and fall into that same pit, you take 3d8+11.
It makes my head hurt. It *really is* a very different game. :)
Tuesday, March 16, 2010
Creating 4e Monsters is kinda like a calculus exam!
Compared to other creatures of the same CR:
For this section, I'll try and choose a variety of same CR creatures.
Senses: you gave it darkvision 60ft., perception +17
…..Dire Lion (large animal): low-light vision, scent, perception +11
…..Worg, Winter Wolf (large magical beast): darkvision 60, low-light vision, scent, perception +11
…..nightmare (large outsider): darkvision 60 ft., perception +12
…..gibbering mouther (medium aberration): all-around vision, darkvision 60ft., Perception +12Conparison: on the low side of average
Hit Points: you gave it 52
…..Dire Lion (large animal): 60
…..Worg, Winter Wolf (large magical beast): 57
…..nightmare (large outsider): 51
…..gibbering mouther (medium aberration): 46Conparison: within the acceptable range
AC: you gave it 19
…..Dire Lion (large animal): 15
…..Worg, Winter Wolf (large magical beast): 17
…..nightmare (large outsider): 19
…..gibbering mouther (medium aberration): 19Conparison: on the high side of average
Damage reduction/immunities: you gave it none
…..Dire Lion (large animal): none
…..Worg, Winter Wolf (large magical beast): immune- cold (vulnerable- fire)
…..nightmare (large outsider): none
…..gibbering mouther (medium aberration): amorphous, DR 5/bludgeoning, immune-critical hits, precision damageConparison: Your churjiir is right on target. (gibbering mouther has negatives that make up for it’s defenses)
Speed: you gave it 40 ft., burrow 20 ft., climb 20 ft., swim 20 ft.
…..Dire Lion (large animal): 40 ft.
…..Worg, Winter Wolf (large magical beast): 30 ft.
…..nightmare (large outsider): 40ft., fly 90ft (good)
…..gibbering mouther (medium aberration): 10ft., swim 20ft.Conparison: You are above the average here.
Attack Bonus: you gave it +6, +6, +6, +6
…..Dire Lion (large animal): +12, +13, +13
…..Worg, Winter Wolf (large magical beast): +10
…..nightmare (large outsider): +9, +4, +4
…..gibbering mouther (medium aberration): +7Conparison: the attack bonuses start to get very diverse at this CR. I think you are within the acceptable range.
Max possible Damage/Round: you gave it 24
…..Dire Lion (large animal): 41
…..Worg, Winter Wolf (large magical beast): 36 ( breath weapon, reflex half)
…..nightmare (large outsider): 32
…..gibbering mouther (medium aberration): 24 (+ 2 con)Conparison: you are below the average.
Spell like abilities: you gave it 2 at CL 10
…..Dire Lion (large animal): none
…..Worg, Winter Wolf (large magical beast): none
…..nightmare (large outsider): 1 at CL 6
…..gibbering mouther (medium aberration): noneConparison: a little high, but acceptable.
Special Abilities/attacks: you gave it disease, flea swarm, necrotic wound, rat paramount, and telepathy
…..Dire Lion (large animal): pounce, rake
…..Worg, Winter Wolf (large magical beast): trip, breath weapon (see above)- reflex DC 17
…..nightmare (large outsider): smoke
…..gibbering mouther (medium aberration): blood drain, engulf, gibbering, ground manipulation, spittleConparison: you are on the high side of average.