Dungeons and Dragons 4e

=[Ga]= AutoDMC

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Yes! I'm not talking about the D&D Online game, I'm talking about real, honest to Pelor, "Rocks fall and everyone dies, roll reflex" D&D.

I've been playing 3.5th edition for a while now, and am now DMing 4th edition, and was wondering if anyone here plays/have played/interested in playing D&D 4th edition?

Despite all the gripes you hear from the 3.5 true believers, 4th edition is actually a pretty solid and fun game, with the only issue being finding players to play it. But even that can be overcome with the application of a bit of technology!

As a long time Computer RPG player, I'd always wondered if having a character sheet and pencil could actually be fun, but the free-form format of the game, where you can throw anything you can imagine and back up with a die roll at the DM, really makes for excellent storytelling.

So yeah, I'm curious. And D&D players? Pathfinder? AD&D? Original D&D?

(I'm not sure where exactly to put this thread... Role Playing Games or Misc Game Discussion, so I picked here.)
 
Never actually played D&D b4, any of em; though they look interesting.

Only pen n paper RPGs I've played before are the Robotech series and that was back in the 90s.
 
That sounds all very interesting, but I don't know anything about D&D. In high school I remember playing the White Wolf stuff. Vampire : The Masquerade whatever the werewolf one was called.
 
After playing D&D for more than 10 years and trying out all of the editions, I gotta say I love v3.5 the best. That may be some bias because it's what I've played the most, but it makes the most sense with the best gameplay. First edition is a pain because your characters will die. Period. End of story. Most likely before the first adventure starts.

My problem with fourth edition is that all of the classes and mechanics are exactly the same and that there is really no such thing as character customization. Feats are useless because they never stack and don't even give good bonuses anyways. You don't really pick skills anymore. And the abilities are almost picked for you since there are so few selections. As more books are coming out, this may get fixed but I've been following it and I haven't seen it. At least in v3.5 every choice you make actually makes a difference. The ability to choose wrong is probably what I love most. It means that you actually care about your options, you have to look into what works and there are synergies that you can find that make your character good. You can actually care about your PC rather than realizing he's completely replaceable by any character that will take two minutes of work to slap together.

/old man rant
 
Ive been playing 4e since it came out. at first, it was meh. Then after i really dwelved into the character feats ect, i really liked it. Character customization is great, just takes a bit of practice. For example, its possible to make a hybrid wizard/ranger that can do 1k damage per round. (1 shots a god) With so many tools available now through DnD insider, the game is insanely fun, and even if you arent too serious about it, you can build a character that can do fine, if not insanely op, so its good for people who are new to it.


Edit: What i mean by character customization is the fact that since feats dont stack (like fire damage from 2 different fears) you have to look harder into getting feats the synergies (feat that increase frost damage + feat that gives 5 vunlerability to frost after a frost attack + combat advantage against targets with frost vulnerability feat is a common combo but theres thousands of combos like this)

Edit x2 : For example i played a half orc ranger for 24 levels, that had + 150 damage before rolling because of duel weilding bonuses + charge bonuses + ranged/melee attack in one round bonuses, ect that i loved to death.... who was captured and sacrificed to Loth. I almost killed my DM after that haha
 
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Sorry, I haven't posted here in a bit, I've been busy with my local campaign.

I agree with both of y'all, Oldie and A Pet Rock. I play in a 3.5 campaign and DM a 4 campaign. I'm expecting 4.5 rules any time soon, as 4 is a good system but it needs a bit of TLC.

The way I see it, 3.5 is for Method Actors, and 4 is for Improv Artists.

3.5 contains a ton of rules, subrules, stats, scores, feats, powers, items, etc, which all intertwine to create a complex structure which only a rules lawyer could love... and I don't mean that in a bad way. Like a method actor asking "what is my motivation," those who absolutely love 3.5 tend to be the same type of people who brood over 1/2 rank of Swim and look to their character sheet for inspiration. "Well, my character knows he can't jump well and therefore would..."

4 contains plenty of synergies in the rules that allow the serious min/max-er to build The Epic Character, who goes by the name Saxton Chuck Norris Hale Mr. T... but for most players, 4 rules are just a framework that encourages them to roleplay, while placing limits and expectations on their characters. They have a mental image of their character which they then improvise on, using the rules, feats, powers, and skills to back up their improv.

It's opposite sides of the same coin. If you look at the history of D&D (and I have been, I've been reading the 2ed AD&D rule books), you can see it's progression:

DUNGEONS AND DRAGONS: Roleplay rules tacked onto combat simulation.
ADVANCED DUNGEONS AND DRAGONS: Fantasy story simulation, including all the ways the world tries to destroy your character.
D&D 3rd Edition: Simplified game mechanics to simulate heroic characters from legends.
D&D 4th Edition: Simplified game system that allows for swashbuckling adventures.

Or put another way, AD&D is "Moby Dick", 3rd Edition is "Old Man and the Sea", and 4th Edition is "Pirates of the Caribbean." All are valid styles of storytelling, and all appeal to their own audiences. And all are snobbish about their particular style in relation to the others.
 
Have you heard of the Stormwind Fallacy, Auto? It was on the WotC forums ages ago in v3.5's heyday and explained the non-relation between character optimization and player role-playing. People would get into arguments "Oh, excuse me for not min-maxing my character, I like role-playing." as if someone who put a lot of work in making a good character must also be incapable of role-playing. The Stormwind Fallacy throws that idea completely out in a very long and well-thought argument. You'd like it. I just can't find it right now. :(

Anyways, the reason I bring Stormwind up is because I'm seeing the same relation in how you're looking at the rulesets. The way the 4E rules are set up is meant to allow new players to pick up the rules quicker while also allowing DMs to put out well-thought adventures and balanced, interesting encounters with less work. That being said, I feel that regardless of which system you're using from First to 4E, players and DMs are capable of roleplaying however they want to. The rules only form the skeleton for creating a fun game structure focusing on combat. Outside of the battle, there is little to no use for almost the entire PHB.
 
I play 3.5 and 3.0 and I have tried 4.0 but to me it seems more like WoW put into DnD and it seems to be slowly turning into a card game now really. Thats just my opinion on the 4.0e i'll rather stay with 3.5 or play pathfinder, another good alternative for thoses who dont like the new 4.0
 
First off, I'd like to say I've converted 2 3.5 True Believers (No! There is no other ruleset than 3.5! They like the number 3 so they started it there! No such thing as AD&D! LALALA!), one who looked at the rulebooks and stormed off, and another who played a beta game and hated it.

Which goes with what I say: Actually play a real campaign with a real DM, not a demo, and you'll find you like it.

... explained the non-relation between character optimization and player role-playing. People would get into arguments "Oh, excuse me for not min-maxing my character, I like role-playing." as if someone who put a lot of work in making a good character must also be incapable of role-playing. ... I'm seeing the same relation in how you're looking at the rulesets.

Interesting. No I hadn't heard of that, and I'll look it up sometime after I post. But based on your summary... no, that's not what I"m intending to say at all.

I have a friend who is a 3.5 Rules Lawyer. The whole "dual wielding vorpal blah blah blah I have to roll critical fail to lose" deal. The ultimate in 10 sourcebook minmax. And he's one of the best roleplayers I know. So I'm not saying that either system enhances, or degrades, a roleplayer's skill.

I'm comparing the rules style to a style of roleplaying. 3.5 is very detailed in it's rules. You look at your character sheet and notice that you have a -7 to save on Poisons which are Necrotic and also Blue. Therefore you frame your character in such a way that blue liquids near cemetaries cause him to run in fear. This is "method acting," and there's nothing wrong with it. What's my motivation? I insta-die when I look at blue necrotic poisons. Completely valid, and can be roleplayed well. My Evil Cleric in the 3.5 campaign can't spontaneously cast cure spells, and my DM offered to waive that rule. I said no; I'm going to play Quaternion within the bounds of the 3.5 ruleset, and let that shape the way I play him.

Compare with 4.0 Saves are always 10+ to save. Powers have set abilities. Saves are set like AC. There's not a lot of nitpicking in the rules. This allows a player to improv his character more. If he WANTS to be afraid of blue necrotic poisons, because he thinks it would be fun to play, he can.

In 3.5, you can play against type. The Rules Attorney above once played a rogue with a Fort Save of almost nothing... but also with a low Will Save and a low Wisdom score. He decided this meant that he was deathly allergic to EVERYTHING, but also that he had no impulse control and also failed to recognize that quaffing every glowing bottle of goo was a bad idea. And that's how he played it, and it was awesome.

Each system is completely valid. You can be as free as you want roleplaying in any system. I just feel that 4e allows you to buckle swash easier than 3e. Rules Laywer above would have an easier time quaffing glowing potions if he knew his Fort Save was 17, instead of "roll and maybe you save if you get a nat 20". But on the other hand, would he have ever thought of that "drawback" without the numbers? Experience says no!

Rules Lawyer is a method actor. He wants his numbers to play his character. Valid, and awesome. He wouldn't much like 4e because of the looseness of the rules. And that's fine as well.

The way the 4E rules are set up is meant to allow new players to pick up the rules quicker while also allowing DMs to put out well-thought adventures and balanced, interesting encounters with less work. That being said, I feel that regardless of which system you're using from First to 4E, players and DMs are capable of roleplaying however they want to. The rules only form the skeleton for creating a fun game structure focusing on combat. Outside of the battle, there is little to no use for almost the entire PHB.

I agree with the middle. If you knew how many arguments we had over the rules (with one player being completely new and not contaminated with that 3.5 swill (flamebait! :P) you'd know that that line about 4e being simplified is hogwash. The arguments just change. Arguments in 3.5e is about some esoteric line at the bottom of a footnote on an errata page for a book only 6 guys bought. Arguments in 4e generally lie around if said rule is actually applicable to the situation. Sure, I could heavy-handedly invoke Rule 0 ("The DM is always right and if you don't like it rocks fall and kill you and everyone you love."), but I believe that solid rules let players know exactly what an action will entail (rules wise).

Plenty of arguments all around. However, as a DM, I will agree that setting up the adventure is so, so, so much easier. I count the players, figure an XP budget, then buy monsters. Add traps. Done. In an hour I've got 8 encounters set for the next mission. Roll some treasure, and the entire rest of my copious free time is set asside for set dressing. I love it. Also, adjudicating actions in battle is much easier for me, the DM. With simplified rules and rolls, I know exactly what to call for 90% of situations.

As for the final stab at the PHB, we actually end up pulling out our 4e PHBs quite often outside of battle, but mainly because my players keep pulling out awesome abuses of the rules during play (Note: I reward awesome abuses of rules.) My experience with 3.5e shows me that newbies either get themselves killed trying stupid things all the time, or they just hang back and fear doing ANYTHING for not knowing the chain of deductive reasoning through the rules that they see the lawyers around them pulling, finding out that vaulting the table is a Strength, Jump, and Tumble check, or whatever. In 4e, I have said swashbucker roll an Acrobatics and then make him explain himself when he fails. In this case simplicity DOES matter, but that doesn't stop players from trying to convince me that their whirling sword would give them lift or something and trying to bluff a featherfall.

But that's the joy of being a DM. Nothing like saying "Sure, I'll allow it" and not saying the "with a DC of 40" part.
 
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