Showing posts with label phb4. Show all posts
Showing posts with label phb4. Show all posts

Wednesday, September 30, 2015

Delving 4E: An Interlude

AKA "Delving 4E Part 3.5"

In my last post, I gave my thoughts about the classes and builds of 4th Edition, specifically some of the stuff I liked with regard to conceptualizations (is that a word? spellcheck says yes). The post only addressed classes in 4E PHB, and long-time players of D&D will notice the conspicuous absent of a couple-three loooooong time classes of the D&D game: the druid and the bard.

The druid is the real glaring absence...available as a player character class since the days of OD&D (it first appeared in Supplement 3: Eldritch Wizardry), the druid is a standard class in both AD&D 1 and 2, D&D 3 (and 3.5), and even makes it into BECMI as a "proto-prestige class" of cleric (see the Mentzer Companion set). It provides a natural (as in "nature") counterpoint to the cleric's more organized worship and is a bit of a bridge between the magic-user and cleric archetypes, gaining some of the spells and benefits of each, as well as hybrid selection of weapons and armor.

It is also the favorite class of my buddy +Heron.

The bard's history is a little shorter, only first appearing in an appendix of the original AD&D PHB, and never in any of the "basic" games (the one in my B/X Companion doesn't count). Unlike the druid, the bard has undergone several significant revisions over the years, beginning first with its jump from 1E to 2E (where it went from a more martial class to more "trickster" as rogue subclass) and from there to 3E where it became a hybrid support class with an emphasized arcane (wizardry) flavor, and a favored class of gnomes (by 3.5).

The bard was my favorite class back in my 1E days. But that's a post for another time.

I should probably also mention the assassin, which first appeared in OD&D's Supplement 2 (Blackmoor) before the 1E PHB. While 2nd edition initially axed the class, it later appeared in the Al-Qadim setting book as a religious-zealot reimagining, as well as a "monster class" (the Headsman/Thug) in the BECMI Master set. As of 3E, it still wasn't a core class, though it makes and appearance in the 3E DMG as a prestige class. As it's been MIA for so many years, its absence from 4E isn't nearly as surprising as the lack of druid and bard options.

Welp, the fourth edition's PHB2 does contain both the bard and the druid, along with updated versions of 3E's barbarian and sorcerer class, and something called an avenger...an assassin rewrite of serious religious overtones (something reminiscent of video games like that bald Hitman guy with the numbers on his scalp or the white-hooded Guild dudes).

[for the record, I draw a very severe distinction between the raging berserker of 3E and the flavor/skill-heavy barbarian that appeared in the 1E Unearthed Arcana]

The PHB2 also adds three completely new (to D&D) classes in the invoker, shaman, and warden, as well as additional race options in the deva, gnome, half-orc, and shifter. As I said in my earlier post, I'm not a fan of 4E's races (especially the new ones), though I have to admit the gnome tickles me a bit with its "fade away" power (would have been a useful ability for my old gnome assassin, Shoon Grinblade).

Even the cover art is bad.
Here's the thing: with one possible exception, all these classes leave me ice-cold. Or worse, they just plain irritate me...both in conception and execution, most of the stuff in the PHB2 is a big bucket of crap. In my opinion, of course...perhaps other people have found these options to be fun, interesting, and exciting. For me? No, sorry.

I mean the druid...the druid, what the f---! The druid is some sort of lycanthrope from the get go (though only a fight-worthy one...the PHB2 suffers A LOT from the basic premise of fourth edition...). The warden appears to simply be "the other druid" for people who don't want some sort of were-priest. Maybe they had too many options for druids and split it up over two or three classes? But then, you've already got this shifter race, and... I don't get it. What's with cranking the animalism up to 11 in this book?

When Heron told me druids were his favorite class and was waxing eloquent on their virtues, never once did he mention the way their dire wolverine attributes matured with level progression.

[ha...my child just saw the PDF images of the gnomes on my computer and asked, "Are those gelflings?" We just watched The Dark Crystal the other night]

[it's funny because they don't really look like gnomes]

Anyway...aside from the gnome and the concept of a shapeshifter race (I'm a fan of Roberson's Cheysuli books, and I think the archetype is pretty good "fantasy;" I've used it to good effect with, for example, DragonQuest in the past), the only thing I really liked in the PHB2 was the bard, and its optional martial build, which reminds me very much of my "glory days" playing 1E AD&D. It would be tempting (for me) to play such a character...but then, I suspect, that even the most martially oriented bard would look pretty tame next to other class-builds (and not just the fighter). Maybe.

So, yeah; that's it for the PHB2. There's nothing else here that I really want to comment on. Not in a positive, constructive fashion anyway.

Tuesday, September 29, 2015

Delving 4E (Part 3)

My plan is to post my thoughts on the classes and powers in the 4E PHB (I've got a copy of the PHB2 as well but...well, we'll see if I get to it), specifically what I like. As I wrote in my last post, this isn't about lauding 4E as its own game, nor about bashing it for "how it ain't D&D." This is more about what I find interesting, neat, or intriguing as a design choice and possible addition to an actual (D&D) RPG.

Oh, yeah...since this is an attempt to stay positive, I will stay away from the subject of how 4E handles the races in D&D, except to say that I dislike them immensely. Sorry. My distaste is such it might even stop me from playing in a 4E game, knowing I'd probably be adventuring alongside "dragonborn" and "tieflings."

But here's what I like:

With a couple exceptions, I like all classes and "builds" presented in the PHB, at least conceptually, if not their actual execution; this includes the two new classes, warlocks and warlords (more on these in a moment). The ones I don't like (for the curious) are the ranger and paladin, especially the former. In fact, may I just say for the record that I haven't seen a ranger class that I've liked as a whole since (probably) 1st Edition. And let me further add that when I played a ranger character in 1st edition he did wield two weapons (using the rule in the 1E DMG) and you'd think I'd be ecstatic over the class's morphing into a dual-fisted expert over the years. No. Zero (as my four year old would say).

For those who don't know, "builds" are diverging specializations classes are required to take (do you want to be a "battle cleric" or a "devoted cleric," for example). I was actually working with a similar concept in one of my recent (now scratched) heartbreaker designs, so I'm somewhat partial to the idea. However, my motives were different: I provided specializations to help distinguish otherwise simple (B/Xish) classes from their like adventurers and give them a little extra "zing"...like the fighter who specialized in archery (and thus got an extra bonus with a bow). Builds in 4E seem bent on limiting choices. Well, that's a little harsh...most powers of a class are open to any member of the class, regardless of build. But builds do appear to provide some direction when it comes to choosing one's powers, as well as a clear road to "optimization"...which I hate.

[4E's design choice in this regard seems a direct descendent of World of Warcraft's talent trees, though again it's not nearly as restrictive (which is a good thing)]

However, it doesn't HAVE to be this way. There's a lot of shit 4E gets wrong, as far as role-playing games go, and the main one is its emphasis on combat encounters. Such an emphasis encourages optimization, as good play should (in theory) lead to shorter fights allowing the party to proceed to the next encounter faster in order to fight and continue having "fun." But that's just 4E's game. If you can get past the idea that D&D is just about combat (and structure your power options to be more than just combat options), then builds become a bit less static as characters are concerned with more than just fighting. Maybe.

Anyway, leaving aside (for the moment) the actual powers presented and the gameplay of 4th edition, I find (as said) that I like the majority of these classes and builds as concepts. Let me just run through them quickly:

  • The fighter's builds (two-handed weapon or sword-and-board) are simplistic but, hey, he's a fighter. On second pass, a large part of my objection to the ranger is that its builds...the archer and the dual-wielder...are not just BORING, but they should also, IMO, fall under the purview of the fighter, being combat styles. Can't the ranger have, like, a "woodsy/druid" build and a "scouty/guerilla" build?
  • For me, the cleric's "battle cleric" versus "devotional/saintlike" build represents a perfect duality, as does the rogue's "brawny" versus "trickster." In fact, the brawny rogue is an excellent example of the Conan as thief archetype found in S&S literature (see also Fafhrd). It is really unfortunate that, even for the "brawny" build, all the rogue attack powers require the use of a "light blade" (dagger, rapier, or short sword) in melee. Poor execution and a missed opportunity (let's make all our thugs fight with the same three weapons)...but I'm digressing.
  • The wizard's builds ("war" or "control") are no great shakes, but the concept and direction of the wizard as a whole is pretty cool/interesting...though it needs to sit next to the warlock to really appreciate it.

The warlock is one of the two new classes presented in the 4E PHB, and while initially turned off by the presentation (probably the tiefling illustration) upon reading the entry I was far more impressed. This is the classic sorcerer of fantasy literature (which, BTW, is nothing like 3rd Edition's "sorcerer" class). I suppose they needed a new name because they (WotC) intended to bring back the weak-sauce version in the PHB2 (which they did). A shame. Anyway, the warlock is great and, in addition to its two builds ("deceptive" and "scourge") we get a choice of three pacts (sorcerous bargains with supernatural powers) to color the character: fey, infernal, and star (fairy, hell, and Cthulhu!).

[gosh, I can't believe this was published in 2008 and I never saw it. In retrospect, my books with similar concepts...like the Summoner in TCBXA...look like complete knock-offs. Hell, that Conan post was from 2009, even...]

Positioned in opposition to the sorcerous warlock, the wizard begins to take on the look of the classic enchanters of legend: Merlin, Vainamoinen...heck, even Gandalf (who's basis is in those old fairy tales). The sorcerer curses and hexes and summons, while the enchanter manipulates the environment with magical effect. Very nice bookends of the arcane spectrum...much cooler than simply "this guy reads books and this dude has 'dragon blood' in his veins."

The warlord, despite its stupid illustration (a dwarf? that's the last guy you want to be a warlord, ESPECIALLY if you're trying to optimize! Jeez) was not one I had to steel myself to read. In fact, it was the first class I read, and definitely my favorite concept in the entire book. This is the class I'd be playing if I sat down at a 4E table. But then, I've always played my characters like warlords (whether they be clerics, fighters, or bards): jumping into battle, barking orders, thinking tactically. I told you people I like war-games...there's more than a bit of the "armchair general" in me. This class alone could get me to play at least a few sessions of 4E.

[though never as a dragonborn; human only, please, and "inspiring," not "tactical" build]

A warlord surveys the battlefield.
It's a shame that the warlord's concept is so much a part of the 4E premise...I'm not sure it would work in an old style D&D game where actual maneuver in combat is profoundly de-emphasized. Might as well just use a fighter (or a heavy-hitter cleric if you want to still use the inspirational "buffs" on your party). You don't really need a "combat brain" when all people are doing is rolling a D20 to hit when it's their turn in initiative.

But that's the problem...D&D (at least in the traditional, pre-4E sense) has so many other elements, aspects, and scenarios that don't involve combat. And the power selection for the 4E classes are almost entirely combat related. Of the 17 powers gained during the course of a 30 level career, only 7 are "utility" powers; the rest are straight up attacks. And the majority of "utility" powers are still designed to be used in combat (conferring bonuses, healing party members, etc.), they're just not direct attacks. Even liking these class/build concepts, they'd need a lot of modification to make them less combat-focused.

Which should be a good time to discuss tiers. If I'm remembering correctly (this is many years ago) I already swiped the idea of tiers from 4E back when the book first came out...er, wait, now that I'm thinking about it, maybe not. Um, let me back up...the last version of D20 Star Wars (Saga) was in some ways a precursor to 4E. It was also a direct inspiration (and impetus) for me starting up a B/X version of Star Wars lo those many years ago. One of the things I came up with was the use of "tiers" as an added measure of character power/effectiveness...but I cannot for the life of me remember if I was influenced by the 4E books (something I browsed? something someone told me?) or if it was just a logical step based on my reinterpreting of Saga. Regardless, my tiers work quite differently from 4E (I use them to help compact the range of "levels," getting more bang for one's buck).

However, my point is that I LIKE the idea of "tiers." Now, do I like their implementation in 4E? Mmmm, maybe. They're a little hit-and-miss for me. The wizard and warlock paragon classes are perhaps the most interesting, having strong color/fluff associated with their choices. Many of the others...like the rogue's...simply reinforce class stereotypes, rather than offer truly interesting choices. Many of them (especially those in the PHB2) simply seem to be re-hashings of the 3rd Edition prestige classes, just shave to fit the round hole of 4E. Which is good for some of them (there were a lot of otherwise weird and "semi-useless" prestige class floated out in the days of D20 splat books, and here they become more pertinent), but I'm just not sure I'm totally down with the idea.

Actually, the concept of high level characters becoming paragons, gaining an exponential boost in power over low level heroes, and being required to further specialize IS a concept I can buy into. Again, it's mainly the execution that leaves me a little cold.

Similarly with the epic destinies tier. Here the constraints of the 4E system really start to show themselves...what, no conquerer/king destiny for the warrior class? No founding a religion for clerics? Fourth edition really is about kicking ass from encounter to encounter, not about role-playing or world immersion or whatnot, and the destinies appear designed to fulfill that goal up to 30th level. It's singular destination (immortality) is very reminiscent of the old BECMI quest for immortality, but with fewer (and less interesting) paths, and no real options besides such a quest.

Then again, maybe that's only logical (from an in-game point of view)...anyone who spent so much time getting to the top has got nowhere else to go but ascension, if they're still driven by ambition. At least 4E provides an endgame scenario of sorts. I can't remember if 3E's Epic Level Handbook provided such an outlet for characters...I think they just continued on ad infinitum. It's not bad, it's a nice option. I'd just like more options here.

Mmmm...this is getting long (again). I told you folks I had a lot of thoughts about 4E. And I still haven't written about the non-Vancian take on magic, spell rituals, and the combat system in general. That's all going to have to come in a follow-up post, I'm afraid.

Later.

Monday, September 28, 2015

Delving 4E (Part 2)

Since last Thursday, I've been trying to figure out how I wanted to approach the follow-up to my Part 1 post on 4th Edition D&D. In the end, it's a fairly silly question any way you slice it. Most folks ain't playing 4E these days and it is (currently) an unsupported and unpopular line. In other words, "who cares?" Write however you want as most folks have moved on to something different (5E, Pathfinder, S&W, etc.) anyway.

Mmm. I care, I guess. At least enough to keep me somewhat focused on a particular path of discussion.

I want to first start with an admission or two. I dig on war-games. I've played war games (mostly Warhammer 40K) and I dig on the maneuver of forces and the crushing of enemies. I like (fantasy) combat in general. Many of my old RPG designs get started when I think of some new, interesting, or innovative way to run combats. This is, perhaps, the stupidest way to originate a new RPG, by the way (since RPGs are, or should be, about more than "fighting stuff"), but I know I'm not the only designer that gets the buzzing bonnet from a single element of game mechanic/system. My particular interests tend towards the violent. Don't ask me why...I can only explain it in terms of astrology.

[for the curious: a 5th house Mars in Ares, un-aspected, save for a direct opposition to Uranus. Make what jokes you must]

Well that and my dad used to watch a lot of old John Wayne movies on the TV (back in the non-cable days of three or four channels). The Battle of the Bulge, Davy Crocket, etc. Who knows how that might have warped me in my formative years.

So, in case it's not terribly obvious, any objections I have to 4E ain't necessarily regarding its conceptualization as an encounter-based game of combat on the small (skirmish) scale. It's not D&D (unless, I suppose, you are one of those unfortunate few introduced to the brand with the 4th Edition, and thus have no other frame of reference), but that doesn't mean it ain't an enjoyable, playable tabletop game.

That being said, the point of this post is NOT to laud it "as a game" unrelated to D&D. Neither is the point of this post meant to bash it for all the ways 4E "isn't D&D." No, the point of this post (and maybe the point of this series) is to talk about the elements I find within 4E that I like, appreciate, find interesting, and/or wouldn't mind adapting to the Dungeons & Dragons game. That is to say, to something I consider a "real" (i.e. traditional) edition of D&D...or perhaps another fantasy heartbreaker.

[what's a "real" edition? See this old post where I listed the identifiable common elements of D&D. While my perspective may have evolved in the last five years, that's a good enough place to start]

As the song says, these are a few of my favorite things. Just starting with the 4E Players Handbook [*takes moment to pour wine*]:

Let's start with Chapter 1 (no, I'm not going to discuss the art/look of the thing. The 4E books are pretty to look at, and fairly inclusive gender-wise, if pretty underrepresented of human-like "people" of color). The first seven pages are the best introduction to any edition of D&D ever. It's a bit of a flimflam (having a DM doesn't make the D&D game "unique" in 2008, and there's a lot left unsaid about how much of the D&D experience the game intends to shortcut), but man if it doesn't make one excited to be cracking the book. In fact, it's actually pretty darn inspiring right up until the section in Page 9 marked How to Play, where it all falls apart. Since I'm trying to be positive (i.e. constructive) I'm going to skip most of the rest of this.

The idea of a Core Mechanic is not a terrible one. D&D nearly made the jump to this with 3rd Edition, and it certainly cuts down on the "search and handling" time. While it's fun to have a bunch of different, arcane systems (surprise versus initiative versus reaction versus attacks versus saves versus spells) to represent different elements of Old School play, there's something to be said for tightening things up...especially if its in aid of easier mechanical play to allow more time in imaginative "free play." However, that doesn't appear to be the reason for the streamlining...certainly not the main reason.

NOW, before I get to "Making Characters" I need to have an aside. I LOVE tactics. I'm GOOD AT playing tactically. BUT I'm pretty f'ing terrible at strategy. Or rather, strategy (in war games and RPGs) is definitely a secondary consideration for me (in addition to being a weak suit). My primary priority, especially in games, is playing something I think is "cool" or "interesting" and then making it work to the best of its ability. Optimizing army/character builds isn't what I do: I play themes and fluff. I like creating unique (often "sub-optimal") forces and then trying to win with them. This makes me absolutely hopeless when it comes to being munchkin-y...and yet my "compete level" is a little too high for non-munchkin players.

SO, for example, I like point buy attributes (as long as its quick math) because they allow me to create characters of my own concept, but I hate min-maxing strategies (in both myself and others). I like the amount of customization 4E gives, and the fact that is limited in scope (you get a choice from three or four options every level), but I hate that most often the people to whom this game appeals are going to be taking optimal choices, that the game encourages hardcore gamism so as not to be left out of the loop of shining your own light in the encounters which define the arena for (pretty much) all play in 4E. Yes, I could make the baddest-ass dracoform warlord in the game, but I don't want to. But if I don't (or at least make something comparable) I face potential ridicule (or deprotagonism) unless I'm playing with folks who have the same weird sensibilities as myself. And if we all have those sensibilities 4E is set up to penalize us for not possessing the right mix of abilities. Subject to a lot of DM fiat and adjustment, of course.

OKAY...so in theory I like the tact 4E takes. I like the limiting of options and builds. I like the easy core mechanic (half level + adjustments added to D20 roll). For the most part, I like most of the classes and "builds" that are on display (the same cannot be said for the races or handling of the races...for the most part, I really dislike these). But I'm going to have to talk about specific classes in another post, or this will get too long.

I like how 4E takes (what had been) 3E's "saving throws" and simply makes them passive defenses (the same as armor class), though I'd be tempted to alter the exact list. I've written before about chopping saves (all of last September, in fact), and while 4E does it a different trail, it's headed to the same destination (getting rid of an extra random die roll). 4E's actual "saving throw" (a D20 roll made to see if a sustained effect wears off, checked at the end of a turn) isn't a bad idea, and I find its implementation "realistic" (i.e. level does nothing to improve the chance, but something like "dwarves resistance to poison" does). Oh Just By The Way...just regarding defenses, I really like how the applicable ability modifier is your choice of two (higher of INT or DEX for reflex defense, for example)...all the ability scores have their usefulness, and this either/or mechanic both makes sense AND stops penalizing players for a particular choice (and cuts down on min-maxing benefits).

I actually dig 4E's five-fold alignment quite well. Thank you, thank you for getting rid of "Chaotic Good" and "Lawful Evil" and all the various "neutrals." Unaligned makes so much more sense as does having only two extremes (Lawful Good and Chaotic Evil). Not that it yet provides any mechanical benefit, but if you're going to have the arbitrary ethical description, this isn't a bad way to present it, IMO.

I really like the way 4E handles multiple languages (everyone starts with 2 or 3, depending on race, and then more can be added through a Linguist feat). Besides Ugly Americans like myself, it's fairly common for people to speak two languages, and has been throughout human history, regardless of "intelligence." On the flip side, having a high intelligence is no guarantee of speaking multiple languages, as such is really a matter of training (emphasis) and practice. Too bad 4E's not really about communication...

[yeah, all that stuff about social interaction, mannerisms, and backgrounds seems out-o-place for this game]

"Retraining" is a nice mechanic, but only necessary given the extreme customization that occurs over the course of a character's career. [Hmm, running low on wine here...]

We're skipping classes for the moment...SKILLS. I'm not a fan of skill systems for D&D (sorry), but if you really want one, this is the best I've seen. A limited selection with some "blanket skills" (like Athletics and Thievery), and a simple one-time bonus of +5 for being trained in a particular skill (the equivalent of adding 10 levels of adventuring experience). I have some quibbles: opposed checks seem silly given that you could use the same core mechanic for skills against a "defense value," for example, and I dislike things like Perception and Insight being learned "skills" (this isn't Sherlock Holmes...plus they're kind of the same thing, no? Just make them a defense called Perception with an either/or of INT/WIS!). But I certainly like these better than both 3E's version and the "non-weapon proficiencies" of earlier editions.

Oh, yeah...and can Intimidate be used on bloodied PCs to force them to surrender?! From everything I read, the answer would seem to be "yes" which is both awesome and de-protagonizing at the same time. It's the first time I've seen an edition of D&D apply capitulation mechanics to player characters (outside of a failed save versus fear magic or the equivalent). While most people probably ignore this kind of thing, intimidation/morale mechanics is something I love working with (in my own designs)...fights just shouldn't be "to the death" all that often (intelligent beings surrender and unintelligent ones flee).

[by the way, I would love to run 4E in an uber-antagonistic way that aims for TPKs in the "fairest" way possible. More on that if I get around to discussing the DMG]

Feats are a nice, short list, limited further in that many feats are class or race specific. Considering 4E's reputation for super heroic action, I found these surprisingly restrained (compared to 3E). Limits and restraints are "good things" when it comes to skills. I also think I prefer this version of multi-classing; I'd have to see how it works in-play. While it appears a little clunky, I suspect that's more based on unfamiliarity (compared to 3E's mechanics, with which I am very familiar but which I dislike). But it looks to bring some sanity back to the concept of the adventuring archetype that "picks up a little bit of X" for their repertoire.

Not much to say in an equipment section surprisingly light on 10' poles and hemp rope (there ain't none), except perhaps that a lot of creativity is on display in this book with all these different enchantment types (though to me, much of the magic rings as hollow as a game of Diablo).

I'll have to deal with combat in a later post (if at all), but with regard to the chapter on Adventuring, I've got a couple thoughts. Action points are kind of interesting, but being tied to milestones (which for 4E is dependent on the whole encounter structure of the system) makes for a bit of a "no go" for me...trying to play 4E in a true D&D style would necessitate creating a different system for awarding action points, probably along the lines of X number per session dependent on PC's level of experience, or the anticipated number of encounters in a session (however, their emphasis on increased combat effectiveness might mean they should get the axe entirely).

I actually like the whole idea of "short rests" and "long rests," though I don't see why short rests have been cut down to five minutes in length (in B/X and other old editions, characters are presumed to spend time resting after an encounter, though always for a minimum of one turn, i.e. ten minutes...failure results in characters becoming fatigued). Actually, counting the time spent resting can lead to old school-type resource management, regarding food and light sources and whatnot...though it's pretty clear that no self-respecting 4E party should hit the Underdark without a wizard and his/her unlimited Light cantrip. "Keeping Watch" is another example of where a simple Perception defense would be appropriate.

Rituals also add an element of time/resource management that I like...but I'll talk about those in a later post, as this is already waaaay loooong.