Thursday, March 17, 2011

4th Editions good points

I’m going to be a bit rough on 4th edition and while plenty of people are likely to agree that it deserves some of the lumps it’s getting it also needs to be pointed out that they actually did do some things very right. Some of them aren’t necessarily ideal for all games but they were improvements or at least worthwhile ideas. I’ll try to cover each of them and explain where I think things went well and where…well where they kind of screwed up. The main point of this though is that because I have seen a lot of examples of people strongly disliking 4th edition the goal here is to provide a kind of counter as well as try to give a more balanced take on what worked and what didn’t and trying to figure out why. Now I stress that pretty much all of this is opinion but I will explain my views as much as I can on each.

One idea that was a major winner in my view was the change they made to hitpoints. Just to clarify hitpoints were an abstraction showing how much damage you could take before you died. In the earlier games you started out small, especially if you were an arcane spellcaster, and in many cases even if you were incredibly hardy one good sword hit could knock you out or even kill you. The main issue I have with this is that it wasn’t a matter of doing something stupid and dying, it was a stray shot killing someone who had just started. It was making a situation where you could easily go through two or three characters in one night at low levels, especially at first through third level. The issue with this is threefold. First, new players were likely to experience a great deal of frustration, losing one character let alone two or more could make them wonder what the point is (and I am mostly using D&D as the example here, I know some games with very fast generation can allow for instant generation and thus death is less an issue). Second is that when starting the game a player is, at least in theory, learning their characters abilities and the rules of the game at low levels the game should have some form of training wheels be it more durability, comparatively fast recovery or something in that nature. Third was simply that it meant that the players weren’t constantly outnumbering each enemy they faced, IE four people to kill an orc or goblin creatures not exactly known for their supreme power.

Greater hitpoints meant that a player could handle attacks from a few more creatures, it also meant that they had time to try to get a handle on their abilities. They could learn about what their class did, what the others in the group were capable of, and figure out how to use abilities together. Part of it was also that hitpoints were gained more slowly, a flat small amount each level rather than wild swings as levels progressed. It made it easier to balance and build encounters on the designers end as well as helping things on the playing end. An encounter could exist where the players were outnumbered and not end with their characters all dead. It also meant that the players could be a bit more daring, stupidity would likely still end up with a dead or badly injured character but now they were unlikely to lose one simply due to one bit of bad luck or a rookie mistake.

The second improvement would be in the reintroduction of the roles system. I say reintroduction because in a lot of ways what they did was simply put in a more codified version of what we had back at the start of the game ‘Fighter, Thief, Magic User, Cleric’ or ‘Defender, Striker, Controller, Leader.’ The role system caught a lot of flack, claiming that it was ‘video gamey’ but the truth is that most games, at least many fantasy ones, run with the idea of a class focused on damage, a class focused on being ‘tough’ a class that heals and probably some skill classes or AoE ones. The concept of roles existed but either weren’t as codified or weren’t set in stone. The role system allowed for a few things, from a design standpoint it helped benchmark class abilities and figure out if something seemed too high or low since they had a clear set of parameters to test it against. From a playing standpoint, well it helped to know what the class was meant to do, in 3rd edition there were classes that I seriously had no bloody clue what they were meant to do because their design felt off, a class with full armor proficiency and full weapon proficiency and yet with the same attack bonus as a primary caster is a class that seems like the designers weren’t really thinking or at least weren’t considering how such a design looked. In some cases a class was made that was interesting but didn’t seem to have a hint as to what it was meant to do or how it worked in a group.

It also did help to avoid a problem that seems to come up frequently with classes that do the hybrid thing or ‘jack of all trades master of none’ schtick. The idea of a jack of all trades kind of class is nice in theory but in practice they will usually run into one of two walls. In one case their abilities are spread too thin to be anything more than middling in any area, if you have to take over for a teammate that falls you can’t really duplicate their skills in that role or you often just find yourself outperformed in everything. The other side of it is when a class is too potent, say 75% ability in a few roles of a base class coupled with synergy and while they might not be as good at X as the class focused on it they’re close enough and bring other things to the table so that the non hybrid ends up being worse in comparison. It can be a tricky balance and it often either falls into over or under power. There is also the fact that it can be hard to objectively determine balance when clear roles aren’t established and many classes can perform multiple roles, in some cases they can do it nearly simultaneously.

I also give them partial credit for making the monsters more interesting, or maybe it’s more accurate to say making the battles work more cleanly. At low levels players could face swarms of enemies, the minion rules and higher starting hitpoints made things like goblins and orcs a threat and it wasn’t a situation where you needed four people to kill one of them. The battles felt more interesting, the players felt stronger and scope of the campaign felt more epic. Also the idea of having monsters in different style categories similar to player roles helped new DMs design encounters and things like Elite and Solo monsters also helped people set up fights with a clearer concept of scale and threat.

They also did manage to make good on the promise of greatly reducing dependency on magic items. Bonuses to hit and damage and various things provided by items were often less important than player abilities and powers and I actually think that this was a fairly good thing. That being said, the changes did help make it so that you were no longer a set of items wearing a character for some of the classes, now the magic items while useful were no longer the defining characteristics.

In later posts I will point out flaws and issues and why my group walked away from 4th. Some of their initial plans went haywire and some things went wonky, but at the very least 4th edition did some good things and I feel they should be mentioned first.

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