I mentioned in my previous post an issue that I had, dragons were one example but it was frequently found with just about any monster that was in mid paragon tier to epic tier. While putting the encounter together was relatively easy, if a bit time consuming if the person running had to copy or type up the monsters stats, the encounters themselves required a hell of a lot more attention and probably more than a few pauses as you tried to figure out what was triggered and anything else that happened. This got progressively worse as you went up in levels, I was actually sorely tempted to shell out an extra 15 bucks a month to Wizards of the Coast for the D&D insider stuff because they had been promising a digital battlemat that a DM could use that would also let me see the ranges for abilities marked on the board as things moved and would actually let me know what went on, even track and calculate damage, ability recharges, and if anything would get triggered. The feature was never implemented for reasons I won't get into her, but had it been done I might have put the money down for it just because I was having so much trouble.
One of the big selling points of fourth edition was supposed to be that it was easier to run and that encounters were quicker to set up and use. This was sort of true but it kind of glossed over a few things. Encounters in heroic tier were in fact fairly quick and easy to run as well as set up, I kind of think heroic tier got the most playtesting and study because of that and it also avoided the HP inflation problems. Encounters above that had problems both in terms of tracking everything and having to stop combats or interrupt turns because they had triggered something, entered an aura, or something similar. The other thing ignored is that unless you typed up the statblocks of the stuff you were using you had to keep hopping around in monster manuals which broke flow and was more likely to make you forget things, and given all the abilities and features there were times where typing up a single regular encounter (where I made NO modification to the monsters) took more time than me building and modifying a 'big' opponent like a dragon or high level spellcaster, and it was also much more tedious since I was just copying things from a book rather than playing with abilities and actually designing something.
A bit older and wiser, a bit more experienced with games and systems and I would have to say that if I have to choose between having to spend more time preparing an encounter or having clunky and issue laden encounters when running I will take having to take more time to prepare almost every time. There are a few reasons for this, the biggest being simply that I have a hell of a lot more time to prepare than I do to play. Unless I am a professional game master (IE I'm being paid to run games and am doing it 5 days a week for 6-8 hours a day) I am probably only running games once a week. Even with a job you can usually take a few minutes each day to mess with a monster or tweak things. Conversely most groups probably only play for about 4 hours, maybe 6 and even then they probably don't game for the full duration of that and if I have to keep halting or dealing with issues during combats it means that the game is bogged down and less progress is made. Part of it is this, I have more time to prep than I do to play and when the game bogs down it's not just my time it's the time of everyone at the table.
The other thing is that prep work gets easier and quicker over time due to familiarity, if you have to choose spells there are probably some you use frequently and can simply put in from memory. The same can be said somewhat of things during encounters but that has more to do with remembering what the triggers and area sizes are constantly, and unless the monsters in question are used a lot it's less likely to be easily memorable. Also a lot of the prep work can help familiarize a game master with the system in question, if only in seeing how things like magic systems, special abilities and things like that work and how they interact with other things.
It can also help keep encounters relatively distinct, so that it doesn't feel like you're doing a retread every time you use a certain monster or classed enemy. You can do more to tweak the monsters, alter spell selections or change powers and generally make the creatures feel more unique. It's good for the players because it means they are less likely to get bored and it means that the encounters you make can be adjusted and reused if you end up a bit short on time without feeling like a rerun.
There's another element in this as well about using multiple monsters, this can almost be its own thing but I'll try to stick to the topic at hand. A lot of encounters will have more than one big honkin monster and as mentioned at mid to high levels there is a lot to keep track of on one monster. For groups of them it can be a nightmare, yes, in theory you can keep it all tracked on notes but a lot of them have auras and other trigger effects or things that happened if they became injured. It almost feels like they felt they could get away with doing this because, hey, you usually didn't have to do any special work before the game putting the encounters together, or not very much so it was fine to overload the monsters with all these features. The thing was that at least with prep work it's more like a learning curve, it is initially difficult but the stuff you're working with is fairly simple and you'll be reusing a lot of it as you go through the game. With the other system it should be better in theory, simple stuff at first with more complexities added, the problem is that you tend to get whole boatloads of effects at once around the same time for many different creatures rather than a nice gradual increase and not much of it is similar so it's hard to generalize stuff you learn from one encounter to the next.
I speak on this as someone who mostly runs games. Though I would like to hear what others out there think..and if I have any readers. Comments on this would be most appreciated, thanks.
Showing posts with label 4th Edition.. Show all posts
Showing posts with label 4th Edition.. Show all posts
Tuesday, March 29, 2011
Thursday, March 24, 2011
Hitpoints and Damage scaling in 4th edition
Fourth edition had flaws, maybe one of the biggest areas had to do with the problem of hitpoint and damage scaling. I mentioned that one thing that had worked nicely was that the monsters at the early levels of play could threaten players, but likely wouldn’t kill them outright unless they were foolish or very unlucky. I believe in gameplay that early levels are sort of a time for training wheels, when you should be able to learn the abilities of your character and have some room to make rookie mistakes and learn the ropes. Earlier editions of D&D had it where you could die from a single strike from a blade at low levels, while this can heighten tension it also means that a bad initiative roll can wipe out a whole group before they even get to act. Fourth edition fixed this nicely, a decent sized pile of hitpoints at the beginning with a slow fixed amount gained at each level, it also helped equalize encounters since randomly rolled HP could either doom a player or make them practically impregnable depending how long they sat on one side or another of the luck curve for rolls.
While the system worked well in fourth edition it started falling apart after heroic tier, becoming damn near absurd in the epic tier. The problem was twofold on the monster angle, the first was that their hitpoints grew in great leaps and bounds but their damage refused to grow properly with it. This meant that after level 12-14 the fights began to turn into obnoxious slogs. Part of that was also that the amount of damage dealt by the monsters was fairly low compared to what the players had. While I get that this might have been built around the concept that they would deal more damage overall since they could last longer it didn’t really work out that way. I have described the experience as being something closer to trying to peel a really big potato while it occasionally pokes you with a toothpick rather than fighting a dangerous opponent. This made designing and running fights annoying, in many cases the players had functionally won the battle but their opponents were still fairly alive, so I could either simply declare a battle over with there still being a fair amount of creatures on the board or I could run the battle for another half hour. Despite being touted as being faster and more streamlined at higher levels this proved to be false, at least without some kind of aid, I took much longer building and running encounters than I did frequently in third edition.
Fourth edition had managed to mostly rid the game of rocket tag, where monsters and characters would fire off their biggest ability and try to devastate and destroy. This was good in that in theory battles would require more work and thought as well as more teamwork, discouraging lone wolf behavior. Unfortunately what was created in its place might be described as two sumo wrestlers wrapped in pillow armor trying to fight. Battles became annoying at best and frustrating at worst, the only types of monsters that could produce proper levels of damage were solo monsters and those weren’t really meant for constant back to back use. Part of the problem that came with this also is that battles got boring, players weren’t threatened by the monsters and the battles got to be repetitive and the players lost some of the investment. One of my favorite examples from the books is the printed statblock for Orcus, demon prince of the undead. Orcus had well over one thousand hitpoints, however Orcus didn’t really have a whole lot that threatened physically. Yes, he could probably kill at least one character in the party but it wasn’t of the level of threat that one would expect from the mighty demon prince of the undead. They did upgrade him a fair amount in a later published adventure, but in some ways that’s almost worse in that they had to almost entirely rebuild him to make him viable in any ways or means.
The other area where it got weird was that players hitpoints were more stable in increases but only solo monsters were able to take appreciable bites out of their hitpoints and even then it wasn’t always a sure thing. As mentioned before this makes the fights a lot less intense when those involved are able to take dozens or hundreds of hits before going down. While I sort of get the idea that was being pushed, players were supposed to be tougher and battles could last longer as well as more battles occurring during a day, it also gets hard to feel threatened when huge monsters can’t seem to land a reasonable blow on you. Some of the sense of fun in a game comes from there being difficulty, the problem wasn’t so much that the fights were too easy to win but that they were too hard to lose. While they sound similar it’s not really the same, it’s one thing where a fight is balanced somewhat towards the players but still has them at risk where they are likely to win but might end up with one or more characters badly injured or requiring some sort of expenditure of resources. In this version the players were usually able to strike down targets with fairly high speed and ability with relatively little sacrifice, it got worse when there were multiple leaders, IE those who could heal.
What it ultimately boils down to was that both sides had so many hitpoints relative to damage dealt that fights went on past tedium and the players weren’t especially threatened by monsters, not even the larger more potent creatures like dragons. This wasn’t the biggest problem in the game by itself though it was one of the biggest. The problem itself was a piece of what made my group walk away from the game but there’s more coming on that front.
While the system worked well in fourth edition it started falling apart after heroic tier, becoming damn near absurd in the epic tier. The problem was twofold on the monster angle, the first was that their hitpoints grew in great leaps and bounds but their damage refused to grow properly with it. This meant that after level 12-14 the fights began to turn into obnoxious slogs. Part of that was also that the amount of damage dealt by the monsters was fairly low compared to what the players had. While I get that this might have been built around the concept that they would deal more damage overall since they could last longer it didn’t really work out that way. I have described the experience as being something closer to trying to peel a really big potato while it occasionally pokes you with a toothpick rather than fighting a dangerous opponent. This made designing and running fights annoying, in many cases the players had functionally won the battle but their opponents were still fairly alive, so I could either simply declare a battle over with there still being a fair amount of creatures on the board or I could run the battle for another half hour. Despite being touted as being faster and more streamlined at higher levels this proved to be false, at least without some kind of aid, I took much longer building and running encounters than I did frequently in third edition.
Fourth edition had managed to mostly rid the game of rocket tag, where monsters and characters would fire off their biggest ability and try to devastate and destroy. This was good in that in theory battles would require more work and thought as well as more teamwork, discouraging lone wolf behavior. Unfortunately what was created in its place might be described as two sumo wrestlers wrapped in pillow armor trying to fight. Battles became annoying at best and frustrating at worst, the only types of monsters that could produce proper levels of damage were solo monsters and those weren’t really meant for constant back to back use. Part of the problem that came with this also is that battles got boring, players weren’t threatened by the monsters and the battles got to be repetitive and the players lost some of the investment. One of my favorite examples from the books is the printed statblock for Orcus, demon prince of the undead. Orcus had well over one thousand hitpoints, however Orcus didn’t really have a whole lot that threatened physically. Yes, he could probably kill at least one character in the party but it wasn’t of the level of threat that one would expect from the mighty demon prince of the undead. They did upgrade him a fair amount in a later published adventure, but in some ways that’s almost worse in that they had to almost entirely rebuild him to make him viable in any ways or means.
The other area where it got weird was that players hitpoints were more stable in increases but only solo monsters were able to take appreciable bites out of their hitpoints and even then it wasn’t always a sure thing. As mentioned before this makes the fights a lot less intense when those involved are able to take dozens or hundreds of hits before going down. While I sort of get the idea that was being pushed, players were supposed to be tougher and battles could last longer as well as more battles occurring during a day, it also gets hard to feel threatened when huge monsters can’t seem to land a reasonable blow on you. Some of the sense of fun in a game comes from there being difficulty, the problem wasn’t so much that the fights were too easy to win but that they were too hard to lose. While they sound similar it’s not really the same, it’s one thing where a fight is balanced somewhat towards the players but still has them at risk where they are likely to win but might end up with one or more characters badly injured or requiring some sort of expenditure of resources. In this version the players were usually able to strike down targets with fairly high speed and ability with relatively little sacrifice, it got worse when there were multiple leaders, IE those who could heal.
What it ultimately boils down to was that both sides had so many hitpoints relative to damage dealt that fights went on past tedium and the players weren’t especially threatened by monsters, not even the larger more potent creatures like dragons. This wasn’t the biggest problem in the game by itself though it was one of the biggest. The problem itself was a piece of what made my group walk away from the game but there’s more coming on that front.
Labels:
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Thursday, March 17, 2011
To 4th Edition
I'm going to be taking a break from Deadlands for a while, I intend to focus on D&D in its various iterations. My plan is to begin with 4th edition, both because it's the current one and also because frankly it's a fairly divisive edition and I want to offer thoughts on both sides of it. Now I will begin by saying that while I have played it my group does not use it any more. The reasons will be explained later, that being said, I do not think it is a BAD system per se but that its format does not work for me or my players in many respects. I will go into further detail in the future, hope you all enjoy it however many are reading it.
Labels:
4th Edition.,
DnD,
Dungeons and Dragons,
Iron Dragon,
RPGs
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