Showing posts with label edition wars. Show all posts
Showing posts with label edition wars. Show all posts

Thursday, September 16, 2010

Blinded.

(almost done with the direct reposts from LJ. This one is from July, and linky here.)

So, had our first introduction to Paragon tier 4e D&D last night. As I had hoped, Standing In Fire did an excellent write up of it here, and I've some reflections about this aussi, as well as D20 in general, just at the moment.

So, there's no question-- 4e does low level gameplay right. I'm probably going to start my D&D game (which I ought to be picking up next month as a 2Xmonth game) at 1st level, because I /can/ and the power level seems right. 1st level in a 4e game /feels/ roughly equivalent to 3rd level in a 2e/3.x game, largely due to the fact that in previous editions, that's when wizards start to feel useful at all.

As for high-level gameplay... well, we'll see. It's completely changed the game, that's for sure, for both GM and players. For starters, there was already a ridiculous amount of stuff resolving at any given time-- this is especially true for my Revenant Assassin, which I would possibly have a better handle on if I had not started her at 10. Lemme 'Splain.

I adore this character. I cannot stress this enough. She is an awesome undead-dwarf of the badass with the stealth score from the Grim Prison, and probably the first character that I just gave up and min-maxed to all hell, with no hedging. Fortunately, she also seems to work okay in the world, but I digress.

Assassins are these terribly gross, terribly brutal strikers who have a pretty neat not-exactly-marking mechanic-- that is to say unlike marks, it doesn't care whether or not the target makes an attack that includes you or not. It's pretty much a damage-widget that gets a kick at 11th level. Also, they have a built in at-will teleport (you have to begin it and end it next to a creature) that goes up a square at 11th. Also, especially if they are revenants, they can do a whole shit-ton of necrotic damage, because they are the only class at the moment to use the Shadow power source. Combine this with Revenant-- no really, you want to combine this with Revenant. For starters, revenants have the correct stat bonuses-- dex & con-- and there are a bunch of feats specifically for Revenant Assassins, most of which have to do with the Revenant racial power, Dark Reaping. I have a ton of things that resolve when I use Dark Reaping-- first off, I can drop an extra shroud (yon mark-not-mark damage kicker) on my shroud target when I invoke the power (someone within 5 of me drops to 0 hp). Then, when I actually invoke the power (next hit I make before the end of my next turn), then dark reaping does 1d8+5 necrotic damage, and my shroud target takes the full damage of the shrouds on them-- 1 d6+3 (since I am 11th level) per shroud, up to 4 shrouds max. Those shrouds do not disappear, as they normally do when I invoke them. Ja, awesome. I neglected to have anything else happen when I use dark reaping for my feat, but believe me, it was possible. Instead, there's a metric shitton of stuff that happens when I use an action point, including crap that lets me phase through walls and go insubstantial and yeah... it's a mess to keep track of. And worse for the GM, who is doing his best to keep up with all of the monsters that are hitting us at the same time, and well...

Nonetheless. We got to a point where the huge and nasty Minotaur was about to charge a red swath through the whole lot of us-- and lo, but it triggered every nasty thing under the sun-- the hybrid barbarian/runepriest used an immediate interrupt to do some radiant damage and blind it, putting it at -5 to hit everyone, in an already pretty high defense party. This was on top of the 10 ongoing untyped it had from my Shared Suffering Armor, and some fire damage (less, because it was resistant to fire) that it took from an ability of our Mageblade's, that did damage when it moved.

All of this resolved at about the same time. And I don't hardly blame B for throwing up his hands in frustration and amazement. We hadn't expected to be quite as awesome as we suddenly were either. 4e apparently tells you, as a GM, that yes-- at Paragon you've got to increase your game in some pretty specific ways-- but here you run into a serious problem that has scared a lot of people I know off of 4e-- information presentation. The main of the books you'll find are all character stats-- huge lists of powers and feats and racial stats and OH GOD, for crying out loud just download DDI Character Builder already and not have to deal with this madness. Because you're going to miss something. Without question. Or else you're me, and you're going to want to play a class that is only found in Dragon Magazine anyway. I'm starting to feel like releasing PC class books ought to be seriously de-emphasized-- or at least set up for what it is-- and the emphasis switched to getting folks hooked up with DDI, and making it more houserulable (it isn't. At all. Dear Lord.) But the PHBs are pretty much all stat blocks, and that's kind of eye-crossingly frustrating to look at.

the DMGs, the Planes books, and some of the Setting Guides are better, but not explicitly so. Clearly, there's a fall-through when it comes to explaining the balancing math from Heroic to Paragon tier, so it still feels as though you have to fudge things around a lot-- the biggest issue I've seen in 4e is that most DMs will under-stat their monsters in Heroic, thinking that they're throwing stuff that is /way/ too powerful at the PCs... only to have the whole encounter mopped up out of hand. And then there's the one or two who run encounters straight, and nearly wipe the party out of hand. Which leads into my first point of advice for folks who have never run 4e before-- START AT 1ST LEVEL. Getting a feel for how your party plays, and getting them used to using their powers at lower levels is vital, and not something you can do easily if you jump into high level encounters. Modding an existing game without resetting it is a bad idea as well, methinks.... this is not going to feel like the games you've played before. For me anyway, that was /awesome/. I have hated 2e/3.x combat for ages while sort-of enduring it, without being able to put my finger on why I hated it. The answer has to do with economy of action. In earlier editions, you don't have it. Everything is a standard action. Heaven forbid you heal anyone and hit anyone in the same turn! You've got to make a choice between working on killing a d00d, and maybe keeping your other middling damage dealing friend from getting killed-- depending on if you're a cleric, or a wizard with heals (like an Arcana Evolved Magister, which conceptually I do really like), or what. And this frustrates me hugely, even more than the whole running out of spells idea (and don't get me started on spell prep. I am one of those who never got used to trying to gauge how many of what spell I was going to use in a day. When they came out with Sorcerer, I never went back). So...

If I were running this game in 3.x again, I would probably houserule a lot of healing to be minor actions, as long as that is all that they do. I have a much more complicated short-run Dawning Star game (d20 modern) that I seriously need to work on, and the biggest obstacle I have run into is considering how I want to deal with combat, as I really suck at running it (thusfar), and I really hate most d20 combat mechanics. A lot will depend on the nature of the creatures that the players will be fighting, but... hrm. I know, this has gotten fairly far afield of high level 4e maundering, but meh.

Combat can be fun!

(Another re-post from LJ, originally viewable here. Incidentally, you will sometimes see references to a gentleman called B. B is a fellow gamer, one of my DMs, and also my boyfriend ~K.)

Instead of the post I was going to originally make, which was a run-down of my problems with 2e and 3.x D&D, I am going to sum those up, and get to a topic about which I actually care a good deal more. To wit, earlier editions do not have 4e's barriers to player entry, obtuse and overwhelming character creation system, or near-necessary online program that pisses you off when you realise you need it after having spent a ton of cash on books. 4e does not have the huge vagaries and limitations of role that previous editions do, and adds economy of action to many different things, healing in particular-- plus you realise from the outset when you've built a character badly, instead of only figuring it out 6 levels later, after you've been convincing yourself this whole time that one day, you'd be awesome, really. Proponents of both systems argue that it is the other one which is actually limiting and frustrating-- I know that I do. So, I have come to the conclusion that it is a matter of A) what one is used to, and what sorts of limitations you are willing to accept in presentation, and b) What tools help you, personally, become immersed in the game. I would like to think that there are ways for those who love the old editions to share their preferred format with those (i.e.-- me) who have become spoiled by 4e, and for those who are skeptical or downright hostile to 4e come into it in such a way that they'll enjoy the new things that are coming out for the system.

First of all, let's talk about what not to do if you're running or playing in your first 4e game. Primarily, and while I have said this before, it bears repeating-- Start At First Level. When I ran 1/2e/3.x, I generally would start a game at 3rd level, particularly if there were any spellcasters in the party. 2 words-- Haste, fireball. Also, you might possibly have a hit point or two by now. This will not be so much an issue in 4e, so it's better to get used to the way things work from 1st, than to try to jump up. Also, this is easier on the DM, so that they can get a feel for how to stat encounters for this party.

Converting your current game to 4e and keeping going is a really bad idea for every possible reason. For one, you're still in the old game mindset, people are used to what they can and can't do, you have established mechanics and ways of doing things that are natural to the characters and the game. Suddenly switching to Powersets, condensed skill lists, magic items that work a lot differently (and this is huge-- changing up people's stuff is a really good way to tear them out of your world and make them angry, /especially/ if it is something they use all the time-- also, You Don't Want To Convert Them All, Trust Me), non-combat characters suddenly becoming Useful and Important in combat-- no no, is too much. Play out your current campaign in the way you're accustomed, and run your 4e game new. This will also give you, the DM, the ability to get used to the Monster Manual, and the way statblocks work for monsters.

I hadn't noticed, but a friend pointed out this weekend that the Monster Manuals don't physically describe the monsters. Spacewise, you see, it seems to make so much more sense to include blurbs about how the monsters fight tactically-- so that if you're say, throwing goblins at your players (this being the 1st 4e encounter that I've run, and yesh), you can throw a bunch of different kinds of goblins who all fight differently, and have powers that help out their allies and do horrid things to the players. This is pretty durned neat to me. Goblin Tactics is awesome. As players encounter more of them, they learn who to kill first and how-- and it isn't always the caster, though sometimes, ja (If the caster is a Goblin Hexer and there are other goblins on the board, OMG KILL IT FIRST, KILL IT WITH FIRE). Anyway, hit dice don't really exist-- all monsters of a given name and level are going to have the same hp. This is something, by the by, that the players a) don't know unless you tell them and b) if you really want to, you can modify. It is very easy to raise/lower hp if you really want to, or if you want to tweak fight length, but it's not likely to be necessary. Also, there's the matter of minions-- don't skimp on them. Your AOE casters will really like being able to mop them up, and they have some interesting strategic uses for the standard monsters in a given encounter.

Which brings me to another potentially problematic bit-- if you are not used to using minis and a map (grid, not hex) in your campaigns, in 4e you pretty much have to. 4e has a lot of forced movement, terrain with various effects, and variable ranges. This can be a roadblock for players who are either not used to those, or are not used to the sheer, laid-open mechanics of movement and move actions being so much a part of the game. When learning it, I completely understand it breaking one from immersion. Here's a place where the DM and Player aspect can fix this-- it is, like so many things, a matter of describing what you're doing. A lot of powers have wonderful descriptions, as for instance:

Forceful Drag
You dig your fingers into a foe and drag the struggling opponent across the battlefield.
Encounter Martial
Move Action Personal
Requirement: You must have a creature grabbed.
Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
Published in Martial Power 2.

Here's where the roleplay part comes in-- and it is some badass roleplay, as your fighter, having grabbed ahold of some critter or bad guy explains how they are hauling their sorry ass across the field, and then deciding whether they want to knock dude to the floor or not. Hells. Yeah.

I really want to talk about limitation, and who can do things like grab monsters and how, and the differing roles of skills and their base stats and the like, but I have realised suddenly that this is a heap big topic that I'll have to maunder about at another time.

So playing with map and minis in 4e has convinced me that one of my big mistakes in previous editions was not using them for combat. The inclination to use very small spaces and non-specific locations made combat kind of arbitrary, like turn-based video game combat. This is not a problem with previous systems themselves, but it is a problem with how I played and ran them. In going back to 3.x or earlier, I might be tempted not only to go to map & minis, but to limit ranges on spells and effects so that their use is more strategic. But that brings me to another issue, which I guess I'll go ahead and bring up now. Since we're talking about straight up mechanics. Which, of course, is marking.

But before I get to marking, I have to talk about roles, which are another new thing, and which for me were difficult to wrap my head around initially. You have the Leader, which means, basically 'Healer'. That is to say, the classes that fill the Leader role are generally going to have some power, usable as a minor action, which allows them to drop healing, usually 2x per combat. And here I restrain myself again for going into what I feel is the biggest strength of the system-- economy of action. /ahem. So we've got Strikers, which are there to do huge buckets of damage, and are kind of squishy otherwise. Then Controllers, who are also squishy, generally work best from range, and move things around and set them up so that other people can do huge buckets of damage to them. Also-- AoEs. And finally, Defenders, who have a Mark.

Marks are excellent. Marks are what permit Defenders to truly protect the other roles from games of SmashCaster. Basically, it's an ability that punishes x enemy for attacking people who are not the Defender, so that if said enemy is standing next to a Wizard and a Fighter, and can only attack one of them, he's not going after the wizard for being all cloth-wearing and tasty-- except at a -2 penalty. No, he's going after the paladin-chick with the effing axe who has been hacking at him for the last 5 rounds. As it makes sense from a story standpoint for him to do so, it also gives a material benefit that is good for everyone in the party, and allows the Defenders to do what they're good at-- tank!

This is, however, an extremely visible gears mechanic that some folks might find a turn off. I think that it's a case of explaining why, from a narrative/simulation standpoint, that focused attention effects are cool. I think the best example is actually a first level bard power:

Misdirected Mark
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies.
At-Will Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.

Once again, the description is what's important here-- in which our tricksy bard makes the ogre think that the paladin chick over there? Yeah, she totally smacked you upside the head while running past you. I am just an inoffensive dude with a mandolin. Now go away.

So hopefully, the Narrativist types (I am one of those, btw) will like this enough to accept it. This is Gameism at it's finest, so I assume that the Gameists are way ahead of me. But I can still see the Simulationists being somewhat dubious, and making arguments that marks are arbitrary. This is a harder one to see a good solution for, to make it more palatable to older edition sorts. I do think that it is something that can be simulated in 3.x with a generic mark, used as a minor action or something, that a fighter could use to hold the attention of probably a single enemy, if you wanted to make the argument that a fighter could probably only hold the attention of one at a time. But seriously, it's a mechanic I'd like to see done backwards-- I don't know if there's something similar previously, but I've never seen it.

All of this said, here's the hard part, and something that I could stand to keep in mind as I continue with my game-- run things straight before you start changing stuff. And the corollary-- once you understand how the mechanics work, don't be afraid to change stuff.

Game balance in 4e can be a sort of scary thing to contemplate-- as you play through encounters, you'll notice that, as written, they look ridiculously brutal on paper. Thing is, the player? Ridiculously brutal. Heroic tier is effing heroic. Go with the basics initially to get a feel for what sort of damage the party can do, and what of their defenses are strong and weak-- you only roll saves when you have a condition on you in 4e, generally, attacks are rolled against the appropriate defense. Yes, this means wizards can miss or fizzle their spells. But since they're not frying a spell slot, that doesn't screw them in the same way it would have previously. The experience point chart is a pretty good guideline for what you ought to be throwing, and you can always pad out the numbers with minions, or extra standards if say, you've got a party with 2 controllers who basically mop them up like crazy. The players will figure out fast that a lot of their abilities do things that help out their allies, or otherwise effect their allies. This means that there is likely to be a lot of mechanical table talk, as they try to suss out what they can and can't do, and how it helps their pals. The biggest difference in feel that I ran into in changing to this edition was that I didn't feel as though I was acting in a bubble. What I chose to do mattered-- not just to me, but to everyone standing next to me, and I might save a power that gives attack bonuses or resistances to adjacent allies till I was, say, next to the greatest number of allies. Effects look at the battle and apply only when certain conditions are met, so-- and here's another zap for you-- you've got to pay attention not just to your turn, but to everyone else, to see what they've done to the enemies, and how they're moving, so that you can adjust your actions accordingly. Versus getting up and wandering out of the room till it's your turn again, while the hasted et al fighter takes a bazillion actions.

Which brings me to another point-- in 4e, no seriously, don't play evil. Or even crazy-chaotic neutral. I know that people telling you not to do that was arbitrary and sort of lame in earlier editions, but in 4e, you won't have a good time. What will happen is that you could lose the 'ally' status with the other people in the party, which means their enemy only stuff will hit you, you'll be cut off from buffs and bonuses, the enemies still don't necessarily count you as /their/ ally, and the chances of you getting asked back sink to pretty much no. I cannot stress enough how much you /really/ want to get along with your party. And if you do, the more cohesive you are, the more awesome you are. Which is why most games will not use tribal and guild feats. The more cohesive you as a party get, the more powerful you are by orders of magnitude, even if your numbers don't look it.

So, what I want to know here-- how would any of you, as DMs or Players, build a similar kind of party cohesion in a 3.x or earlier game? How would you suggest that I, as a player, build my character so that I can support the party in combat, and not also be ineffective elsewhere? I suspect that the skills system might have some solutions, since they are fairly vague, but I am very open to suggestions.

And a 4e question to go along with that-- if you wish to run a game with intra-party suspicion and paranoia, the way that the party mechanics work, you seriously risk making combat situations un-fun if they party winds up disliking each other enough. In our Planescape game, for example, which is a pretty awesome game and my first intro to how much fun skill challenges could be, all of the PCs belong to different factions in Sigil, some of which, like my Sensate and B's Doomguard, are very much opposed to each other. Nonetheless, due to the nature of the game, we all wind up getting along much better than we perhaps ought. Now, some of this is that the histories written for the various characters are all sort of middling when it comes to faction loyalty-- but playing someone who was a hardline factionist would be /really/ difficult both from a story perspective, and from a game mechanics perspective. ETA: Well, admittedly, this game isn't the best example because it is Planescape-- if we are too fractious on faction lines, the Lady of Pain will personally send us all to the Maze. Bad times. Personally, I prefer in this instance just accepting that it's going to be collaborative and move on, but I can definitely see situations and games where one would really want to make party schism-- or at least suspicion-- possible, without completely screwing everyone.

Wednesday, September 15, 2010

Now you're gaming with power.

(This entry is reposted from my livejournal, and so can be viewed in its original form here. Enjoy!)

So one morning the Rabbit woke from uneasy dreams to find that she had become a giant power gamer. Unlike Mr. Samsa, however, she is not of the opinion that power gaming-- and here I am speaking specifically of tabletop gaming, and more specifically of D&D 4e-- is not the vile cockroach of play, incompatible with Good, Proper RP. In 4e, it's actually very much the opposite, that I have found. And I further have come to suggest a theory, which has a lot to do with why, I think, that 4e turns some players so completely off.

Okay, so things 4e does badly-- there are three of them that spring immediately to mind, and they are all character creation.

The first is materials. The books-- except for the setting books-- are confusing collections of powers laid out in such a way that you always suspect you're missing something. And you are. There's a ton of unreleased-as-yet info, Dragon Magazine Articles and the like that might do Just That Thing you're looking for, once you've realised what that is (getting to that.) What you really want are a bunch of setting books (so good!) and DDI Character Builder. Hopefully someone has told you that, or else you'll find that you've shelled out a lot of money for something that is not going to be much use if you've, say, just been invited to a game and need to put together a character real quick. Which brings me to the second problem.

That 'real quick'. Yeah, not so much, especially if you're never looked at this stuff before, character creation is the most confusing and slow process in the whole game. This is a problem when you (I wish I could find [info]theferrett's post on the topic) are looking at D&D as a product-- they lose a lot of customers right when said customer try to start to think about building their first character, especially if they've played a lot of previous editions. 4e expects you to be, at least stat-wise, a min maxer. Seriously-- unless this is going to be a no combat at all game (and why would they do that? Combat is /fun/ in this edition!) For the love of Moradin, max out your attack stat! And match your race to your class, not the other way around (3rd problem, getting to that). Seriously, being effective in combat is /awesome/, and the combat is seriously cinematic and beautiful when you can. This is most apparent when you're looking at a Grappling Fighter-- so yeah, in our Chessenta game, B's Grappler frigging-- and this is no-shit built in-- grabbed a wyrmling dragon by its tail and slammed it into the wall. For decent damage. And thus moved it where /we/ wanted it-- or rather, away from where we did not want it to be. This is not something I have ever seen done well previously, and that's kinda sad. Artificers send tiny constructs whizzing through the aid to aid their friends and befuddle their enemies. Invokers summon flaming angels down to do their will, Druids shift smoothly from wolf to humanoid and back again, Assassins slip in and out of their enemies shadows and don't even get me started on a well executed teleport.

None of which matters if you just can't bloody hit-- and this here is my theory-- the game's monsters are base-statted in such a way that /they/ are certainly optimized. If your party is not, you have a serious problem. A DM running the monsters flat and at recommended numbers will wind up tearing through their party and not knowing why-- conversely, a DM whose players /have/ optimized, looking at the monsters available for the levelled encounters (and the recommended monster party makeups, et al) and thinking they need to be nerfed a bit-- such a DM is going to wonder why the hell the party keeps cleaning up the encounters in a couple minutes. This is before we even get into the sexy beasts that are fantastic terrain and traps.

So okay, problem number 3. I hear a lot of worry from people that 4e, considering the Powers mode of play for combat, is too mechanical and doesn't give enough room for RP. Nothing is further from the truth-- except in one area, also at character creation. That is, you've really got to choose class first, then race. You /want/ to match your skill bonuses with your class's preferred stats, and more specifically, your build's preferred stats. Then you want to make sure that all of your attack stat bonuses are decent. They try to make class your primary role play outlet, and that is true, but that's also a bit counter-intuitive, and I can definitely understand feeling limited. But this has been true in all editions, if you think about it, and more so when there were stat /minuses/ for certain races too. I mean, I once played a multi-classed Gnomish Ranger-Mage back in 2e-- technically, so against the rules it's not funny. Now, you /can/ pick whatever you want, there are no limits per-se. But for the reasons mentioned above, picking race against stats will be very sad for you when you realise that you just can't hit anything, and if you're a Leader, you're not healing as much as you /could/ be if only you had picked That Other Race... and if you had your heart set on being a tank, but you also wanted to be pretty much anything for which Strength isn't a main stat, you're spending feats on making up that deficit, or you're playing a battlemind. Now, I am ignoring the builds, which do have some solutions for this, but once again, we're talking about people new to the system, who are thinking about making their first character, and right now are in the process of being brutally overwhelmed. My first 4e character a Gnome Cleric in an online game, and I didn't understand, at the time, that I didn't /have/ to use a weapon. If I had realised that I could be implement only, my power choices would probably have been much better. Fortunately, there were 2 paladins in the party, and a /lot/ of players, so I didn't have to worry about much-- which was good, coz I couldn't hit anything for shit. Mostly, I was running off of good will and a lot of effects that still did what I wanted most on a miss. My next character was a little better-- Tiefling Artificer at least has Int as a bonus stat, which is the most important thing. Cha isn't helping me out any, but Con and Wis are /good enough/. Ballast handles herself pretty well, but the DM allows her to not get targeted a lot of the time-- and he has that bloody god-awful Storm Sorcerer to worry about if he is wanting to try to squish a squishy caster. Now, I understand that Essentials, when it comes out, may have some solutions for that. We'll see when it happens.

But anyway, so you want to play a race that's sub optimal for your class. there's a couple of choices here.

a) suck it up and pick a class based on the race you want to play. This is okay, but problematic if you already have the roles that work for your preferred race covered. Mostly, you don't want to play in a party without a Leader. THAT IS BAD. Or a party with all Leaders. Yes, even if one is a Warlord. Don't please make rabbits cry. Also don't get her started on All The Controllers ever. Seriously, I am so tempted to find a defender or leader multiclass for my psion.

b) suck it up and pick a race based on your class, min maxing all the day long. You might play something you'd never considered and wind up liking it! I got both my Revenant Assassin and my Wilden Shaman that way, and honestly, I really like those. The only trouble with the Shaman is, from an RP perspective, it's kind of hard to get into the mindset of a giant plant with an affinity for astral bears. I keep wanting to play her like Swamp Thing, and sort of hulking around silently. But it is definitely different.

c) Go gimped. And if you have the party support, aren't afraid to learn the hard way, and have a DM who will let you respec liberally, there's not really anything wrong with that. But go in knowing that this might not be the easiest deal for you, and don't be afraid to talk the situation over with your DM, if you're just not having fun.

Interestingly, the reason that I say you might not have much fun being gimped isn't actually a selfish, "wow, I am not as cool as everyone else and don't look badass," thing. It's more a, "I could really be helping my party members with this stuff, but I just can't make it work! And I find that I am being a burden/draining resources (esp healing) that are very limited, and pulling things down. Woah! Not cool!"

At least, this was my problem.