4E is even worse than I thoughtso
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4E is even worse than I thoughtso
So, I'm finally playing 4E.
Ignoring that the skill system sucks, and it does not encourage actual roleplaying.
Who thought it was a good idea to have encounter and daily powers that have basically a 50% or better chance of being useless. Not only do I have only 1 encounter power, but there is a good chance that it just won't do anything, and not only will you lose your action for the round. But you lose 1 of your main powers.
It's horrible, and makes for very sad games.
Ignoring that the skill system sucks, and it does not encourage actual roleplaying.
Who thought it was a good idea to have encounter and daily powers that have basically a 50% or better chance of being useless. Not only do I have only 1 encounter power, but there is a good chance that it just won't do anything, and not only will you lose your action for the round. But you lose 1 of your main powers.
It's horrible, and makes for very sad games.
I'd ask how tht is new, but realised: that's actually something we rarely criticise 4E for. There are so many other things wrong with it that we forget that the marginally-better-or-more-interesting Dailies and Encounter Powers miss half the time and you end up feeling more disappointed than when the foe saves against your SoD in 3E.
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Re: 4E is even worse than I thoughtso
If you changed it to "if you miss you can try again" would it be less sad?sabs wrote:Not only do I have only 1 encounter power, but there is a good chance that it just won't do anything, and not only will you lose your action for the round. But you lose 1 of your main powers.
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Lago PARANOIA
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The low levels of 3E and 4E D&D are the most excruciating parts of either game. But at least battles in 3E are over quickly before the monotony sets in and there's a real sense of danger from the stray criticals.
That said, when I'm serving as a DM for either edition, I never start groups below level 4 and 7, respectively.
Going back to bitching about 4E D&D, I think the starting-out 'hit' rate of 50-60% for powers is way too low. As it is, you're almost guaranteed to have at least one player in a six-person group whiff three powers in a row -- and given the 5MoD structure this game supports, they'll likely be your most powerful stuff, too. That's immensely frustrating for most people whether they win or lose the battle.
If/when I design a TTRPG, I'll be setting the average to-hit of powers against a level-appropriate enemy at around 70-80%.
That said, when I'm serving as a DM for either edition, I never start groups below level 4 and 7, respectively.
Going back to bitching about 4E D&D, I think the starting-out 'hit' rate of 50-60% for powers is way too low. As it is, you're almost guaranteed to have at least one player in a six-person group whiff three powers in a row -- and given the 5MoD structure this game supports, they'll likely be your most powerful stuff, too. That's immensely frustrating for most people whether they win or lose the battle.
If/when I design a TTRPG, I'll be setting the average to-hit of powers against a level-appropriate enemy at around 70-80%.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Pseudo Stupidity
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I thought most of the encounter powers still had effects if you miss?
I know if you're a Wizard pretty much every encounter power you have includes an effect line, you end up doing no damage but teleporting/immobilizing/sliding/slowing a bunch of enemies.
I agree though, the hit-rate for characters that aren't optimized (it's super easy to be optimized, but still) is way too low. Even optimized and targeting the low defenses of level appropriate enemies you'll only get up to 75% or so at best.
Now all I can remember is that boss fight at the end of keep on the shadowfell (whatever the first module was) where you have to fight an enemy who's such a high level you have a hit rate of like, 30% unless you're flanking and shit.
I know if you're a Wizard pretty much every encounter power you have includes an effect line, you end up doing no damage but teleporting/immobilizing/sliding/slowing a bunch of enemies.
I agree though, the hit-rate for characters that aren't optimized (it's super easy to be optimized, but still) is way too low. Even optimized and targeting the low defenses of level appropriate enemies you'll only get up to 75% or so at best.
Now all I can remember is that boss fight at the end of keep on the shadowfell (whatever the first module was) where you have to fight an enemy who's such a high level you have a hit rate of like, 30% unless you're flanking and shit.
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Ah, the classic 'trap' class. The sword mage sounds nifty, and is interesting conceptually, but you'll quickly find it lacking in a lot of areas- the AoE abilities are fairly crap when compared to any other class that has AoE and the damage is decidedly subpar, and stunlocks are few and far between.
The tanking mechanic is one of the more interesting ones, if that is any consolation at all.
The tanking mechanic is one of the more interesting ones, if that is any consolation at all.
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No. Your character design is bad. There are only two workable build philosophies in 4e:
1. The Nova Guy. The entire character is built around pulling a big combo of buffs + action points + dailies & encounters. Due to the 4e designers being bad at math and never realizing that an additional attack is always least twice as good as an extra [W], this tends to involve finding exception-based design that lets you use multiple multi-attack powers inside a single round. But sometimes there are weird buffing or vulnerability stacking tricks that do comparable damage.
2. The Spammer. The entire character is built around using an at-will power every single round and builds to optimize that power in as many ways as possible.
Neither of those is notably impacted by having a daily miss.
For Swordmage at low levels, you probably want to be an assault swordmage spamming Green Flame Blade, which is a rare and precious at-will area attack.
1. The Nova Guy. The entire character is built around pulling a big combo of buffs + action points + dailies & encounters. Due to the 4e designers being bad at math and never realizing that an additional attack is always least twice as good as an extra [W], this tends to involve finding exception-based design that lets you use multiple multi-attack powers inside a single round. But sometimes there are weird buffing or vulnerability stacking tricks that do comparable damage.
2. The Spammer. The entire character is built around using an at-will power every single round and builds to optimize that power in as many ways as possible.
Neither of those is notably impacted by having a daily miss.
For Swordmage at low levels, you probably want to be an assault swordmage spamming Green Flame Blade, which is a rare and precious at-will area attack.
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Pseudo Stupidity
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I guess controllers are special in that regard, leaders as well. Most Wizard and Warlord abilities that I used had effect lines because powers without effect lines suck.hogarth wrote:Daily powers, for sure. But most of the encounter powers I can think of do nothing on a miss.Pseudo Stupidity wrote:I thought most of the encounter powers still had effects if you miss?
The problem is the 4e conception of tanking is really terrible- as you realize, you can't reliably mark more than one opponent, so you're really only mitigating one guy out of half a dozen (or so). A class that can reliably murder the fuck out of people [or give the rest of party extra murder power] or reliably stunlock people just does better at your job. A push & daze effect (on a melee opponent, admittedly) basically trumps any sort of tank mechanic given to the 'defender' classes.sabs wrote:except that I specifically want to tank, and far as I can tell, I can't switch between assault and defense swordmage ever.
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Lago PARANOIA
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If you feel comfortable with the rules and basic tactics, two additional builds open up to you.Josh Kablack wrote:No. Your character design is bad. There are only two workable build philosophies in 4e:
[*] The Mezzer. This build generally works by increasing the AoE of all of their attacks (such as Enlarge Spell or Flame Mage PP or Resounding Thunder) and then layering additional status effects on top of that. While this overlaps with the At-Will spammer, two classes in particular (the druid and the mage/wizard) can apply this sort of layering to all of their effects because of their rich selection.
[*] The Force multiplier. This one is simple. You boost the attack and damage bonuses (and much more rarely, defense)of your teammates sky-high and throw out extra attacks. The Warlord and its bevy of 'everyone gets one or more attacks against a foe' powers exemplify this, though a clever cleric or runepriest player can get much the same effect. Of course for maximum cheese you will want to be a Warlord|Cleric or Runepriest hybrid and then take the multiclassing feats to plunder special abilities you're missing.
I might in fact post such a cheesy build.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Sword Burst?Josh_Kablack wrote: For Swordmage at low levels, you probably want to be an assault swordmage spamming Green Flame Blade, which is a rare and precious at-will area attack.
It doesn't really matter which Swordmage type you are because they all suck pretty hard. Entangling is the worst of a bad lot, and Shielding used to actually sorta-effectively mitigate damage once you got multimarks. You also don't get the fun MBA boosters or access to the weapons to make it worth just swinging your sword.
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I enjoy the interrupt powers the most, like Disrupting Strike, or the counterattack type moves that raise your defense and let you run away or hit them back or teleport away.sabs wrote:The powers would still be unimaginative and dull, and for the most part suck. But I at least, wouldn't feel like, why did I even bother
Well I do believe there are ways to get multi-marking, like the warden multi-class feat:
defender of the wild (phb2), encounter, mark everyone next to you, till end of your next turn.
But it requires 13 str, and str was a dump stat for swordmages I believe?
(haven't looked at 4e in a year or smt)
defender of the wild (phb2), encounter, mark everyone next to you, till end of your next turn.
But it requires 13 str, and str was a dump stat for swordmages I believe?
(haven't looked at 4e in a year or smt)
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Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
Well, assuming it's not another false promise, or hint of one, then by all means do it. Especially if ye can post up some optimized ranged characters, then doubly so, I'd request you to do it (I play in a 4th edition game of all ranged party, Warlord, Bard, I as Ranger, Sorcerer and Rogue).Lago PARANOIA wrote:
I might in fact post such a cheesy build.
Agreed on the fun of Disruptive strike, it's great when ye can potentially save you and all your allies from a ranged area effect, blast or some sort.
What I've learned from 4th edition, is the confirmed notions of how the effects need to end all at the same time ye make the 50/50 saving throws, as the complicated timers truly don't add anything to the game. Also that, so far, an all ranged party kinda makes the game feel a bit different at least, enough it might let one replay the game a second time, just do it at 10th+ level I'd say.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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I've wondered how to turn that into a 'core' part of the game and not just a specific class encounter power.Aryxbez wrote: Agreed on the fun of Disruptive strike, it's great when ye can potentially save you and all your allies from a ranged area effect, blast or some sort.
Delayed actions? Or perhaps expending a standard action the way immediate interrupts use your next turn's swift action.
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Lago PARANOIA
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What level are you looking for? If you're doing an all-ranged party the only force multiplier character that really works is a ranged Warlord or a very specifically-built Warlock (and then only at around level 16). And your group already has one of both. I do notice that you guys are lacking a wizard/mage, however.
Last edited by Lago PARANOIA on Wed Aug 08, 2012 11:41 am, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
You would have to make a special case for the Delayed Action, since they only count as "Interrupts" for movement, and everything else would be a reaction. Also, good thing can't stack on penalties, as good god a whole party combining their Disruptive Strikes at once to form a super cancel on Orcus's super death beam! Even if that kinda sounds cool, though 4-6 interrupts at once sounds like bog things down, especially if it can happen at-will. The second alternative is definitely rather costly, hope the penalty it gives is good enough to warrant the loss of the standard action. If you make it straight up negate the attack upon the PC hitting the target, obviously that messes up Solo's and Elites big time, essentially getting "action locked".OgreBattle wrote:I've wondered how to turn that into a 'core' part of the game and not just a specific class encounter power.
Delayed actions? Or perhaps expending a standard action the way immediate interrupts use your next turn's swift action.
Well Lago funny you mention that, since the game I'm in is about to go into 16th level, so you can pretty much start from there at the very least. Though I know the Warlord is one PC probably in need of some higher optimization since 10th level, and unsure, but the Bard or Sorcerer (class optimization guide for them is kinda crummy). Also we had a wizard player at one point (orb, allowed un-errata'd sleep no less!), but couldn't show up anymore due to Life and what have you. Another coincidence though, the bard PC was briefly a warlock before conceptual suggestion and fact Bard's rock, last I checked anyway.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Lago PARANOIA
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What books/resources do you have access to? Since someone wasn't using errata it sounds heavily like you're not using the Character Builder; if you are using it, however, what's the date of the last update?
Yes, optimization in 4E D&D is unnecessarily complicated. Why do you ask?
Yes, optimization in 4E D&D is unnecessarily complicated. Why do you ask?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.