I got a call from my best friend over the weekend, on his new phone. Like me, he is returning to gaming after a long hiatus, and having a fun time of it. Unlike me, he is playing 4e. He said he liked how streamlined the rules had become (ascending AC, unified d20 mechanic, et al), but I pointed out that a lot of that streamlining took place in 3.x. I gave him my stock 4e spiel, that I don't dislike it as a game in and of itself, I just feel it's strayed too far from the feel of the original game to call itself Dungeons & Dragons. For him, though, it fixed a lot of things that he'd been struggling against in the mid-80's; in particular, he liked the simplicity of rolling a d20 to hit a target #, versus the hodge-podge of roll-over or roll-under d6, d20, and percentile rolls from 1st edition. Fair enough, said I.
Then we got to the good stuff: the game recap.
I don't recall much of what he said, other than that the game ended when they were in a room where zombie minions were crawling out of a trapdoor in the floor; it was meant to be a bombastic set-piece to top off the night, but that ended quickly when the mage of the group (or one of them) got to the trapdoor and started blasting the z-words with some at-will damaging power. Since they were crawling out one-by-one, and since "minion" types only have one hit point, she could simply smack them down almost at her leisure as they sprung up. After that, the DM basically said "okay, you've gotten through all I had planned for tonight."
Since I don't know what at-will power she used, I couldn't comment on whether or not the zombies should have had a saving throw, but I pointed out that if they did, then the plan wasn't so airtight: in 4e, even though minions have only one hp, if they save in a situation that would ordinarily mean taking half damage, they take no damage instead. "See," I told him, "I do know the rules to 4th edition."
This, however, was not the game recap to sell me on the idea of playing it. For one thing, as I've mentioned before, I like Vancian magic, and "at-will" powers run completely contrary to that aesthetic. And even if you do have such casual thaumaturgy, I don't like the idea that it could be damage-inflicting magic. Of course, it could just be that the DM didn't think the encounter through enough, as we are all wont not to do sometimes. If he'd had multiple trapdoors, it wouldn't have formed a bottleneck like that, and if he'd thrown non-minions in the mix, the mage couldn't have simply defended it by playing magical whack-a-mole. But I can't help but think that the endless supply of damage spells--even low-damage spells--sucked all the challenge, and therefore most of the fun, out of that particular encounter.
Still, it did have one element that unites it to my preferred style of play: by making a clever assessment of the situation, the players were able to take advantage of circumstances and turn them to their favor.
And that's what makes these games fun in the first place.
cheers,
Adam
Showing posts with label 4th edition. Show all posts
Showing posts with label 4th edition. Show all posts
Thursday, February 2, 2012
Saturday, January 28, 2012
The Edition Wars that Weren't
Periodically, in posts where someone disparages 4e D&D, you'll hear someone say something along the lines of "There have been edition wars ever since the second version blah blah and it doesn't mean that this edition has done anything different than update the rules."
While the first part is nominally true, that doesn't imply the second.
I'm not here to post about 4e in particular, only to point out that other games than D&D have also had multiple editions, and although there might be some bit of disgruntlement among fans, they have not risen to the level of disappointment that certain editions of D&D have, not even when you consider the smaller community size.
The reason, I believe, is that other games, when updating their rules, aim to keep them compatible with characters and settings from the previous edition, so that you can convert with minimal fuss. Tunnels and Trolls, in particular, plays almost exactly the same in 7th edition as it does in 5th, and the differences are orthogonal enough to each other that you can easily mix 5th and 7th edition rules in the same game, if you prefer to use WIZ as an attribute for magic, or want to retain the minimum roll of 5 for saving rolls. The same goes for Call of Cthulhu, or Hero System/Champions--in those games, you could take a twenty-year-old character sheet and adapt it rapidly for the new game, or even use it in the new game and only change what was necessary on-the-fly.
And as a result, these games have kept their audiences, small as they may have been.
I mention this because I'm starting in a new Mongoose Traveller game today. Traveller is a far-future sci-fi game that's gone through several iterations, (including GURPS and d20 versions), but the current edition is very, very similar in style and play to the original (although death during character creation has been turned into an optional rule) Not that there aren't changes. In particular, the Jack of all Trades skill has been reworked (although the boundaries of this all-encompassing skill was sufficiently poorly defined in the original game that any rules clarification could be seen as a change); but much of the rules updating, like the John Carter of Mars novels, has had to do with updating the "futuristic" medical and computer technology to keep pace with the real world. (Burroughs had to keep making his airships faster and faster as the series went on, to keep them faster than real airplanes.)
With that in mind, I don't envy the tast of the D&D 5e designers, since one of their stated goals is backward compatibility with every edition. There's been a lot of talk about how that's going to work--most of it revolving around the concept of modularity--but we'll see how well it comes out in practice. In the meantime, I hope we all enjoy whatever version of the game is that we're playing.
cheers,
Adam
While the first part is nominally true, that doesn't imply the second.
I'm not here to post about 4e in particular, only to point out that other games than D&D have also had multiple editions, and although there might be some bit of disgruntlement among fans, they have not risen to the level of disappointment that certain editions of D&D have, not even when you consider the smaller community size.
The reason, I believe, is that other games, when updating their rules, aim to keep them compatible with characters and settings from the previous edition, so that you can convert with minimal fuss. Tunnels and Trolls, in particular, plays almost exactly the same in 7th edition as it does in 5th, and the differences are orthogonal enough to each other that you can easily mix 5th and 7th edition rules in the same game, if you prefer to use WIZ as an attribute for magic, or want to retain the minimum roll of 5 for saving rolls. The same goes for Call of Cthulhu, or Hero System/Champions--in those games, you could take a twenty-year-old character sheet and adapt it rapidly for the new game, or even use it in the new game and only change what was necessary on-the-fly.
And as a result, these games have kept their audiences, small as they may have been.
I mention this because I'm starting in a new Mongoose Traveller game today. Traveller is a far-future sci-fi game that's gone through several iterations, (including GURPS and d20 versions), but the current edition is very, very similar in style and play to the original (although death during character creation has been turned into an optional rule) Not that there aren't changes. In particular, the Jack of all Trades skill has been reworked (although the boundaries of this all-encompassing skill was sufficiently poorly defined in the original game that any rules clarification could be seen as a change); but much of the rules updating, like the John Carter of Mars novels, has had to do with updating the "futuristic" medical and computer technology to keep pace with the real world. (Burroughs had to keep making his airships faster and faster as the series went on, to keep them faster than real airplanes.)
With that in mind, I don't envy the tast of the D&D 5e designers, since one of their stated goals is backward compatibility with every edition. There's been a lot of talk about how that's going to work--most of it revolving around the concept of modularity--but we'll see how well it comes out in practice. In the meantime, I hope we all enjoy whatever version of the game is that we're playing.
cheers,
Adam
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