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Post by ggroy »

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Lago PARANOIA
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Post by Lago PARANOIA »

A Man in Black wrote: Suck compared to wizards, or suck period? One of the best damage strategies (single-target or otherwise) is given to all controllers, so they all start to make the strikers who don't get multiple attack rolls per turn feel small in the pants.
Invokers have very good At-Wills (especially at level 21, the best ranged AoE At-Will in the game) and at low levels their encounter powers are really good. But their dailies universally chew and at around paragon tier the wizard and druid encounter attack powers catch up in eliteness, so there's no reason to play one.

Compared to other classes out there, they're not as pathetically unplayable, but the fact is that there really is no need to pick an invoker. If clerics had just one decent ranged AoE At-Will (which may or may not happen) they'd completely destroy any reason for invokers to exist since clerics DO have good controller dailies and encounter powers. And what do you know, Hybrid Classing is going to come out soon, shoring up the clerics' few shortcomings in this department.
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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Bill Bisco: Isometric Imp
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Post by Bill Bisco: Isometric Imp »

4E already has so few variables to play around with as is, I doubt they'll get rid of damage rolls, of course I was also surprised at the monstrosity that they made with 4E so who knows :bash:
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Post by Bill Bisco: Isometric Imp »

I doubt Wotc would be that stupid.
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Post by Doom »

ggroy wrote:
Watch they'll eliminate saving throws entirely. In 4E it's already dumbed down to rolling a d20 greater than or equal to 10 to save.
That's not dumbed down at all, that's a misnomer, 'saving throw' in DnD4.0 is only sorta-kinda related to saving throws of Dungeons and Dragons.
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Post by A Man In Black »

Lago PARANOIA wrote:Compared to other classes out there, they're not as pathetically unplayable, but the fact is that there really is no need to pick an invoker. If clerics had just one decent ranged AoE At-Will (which may or may not happen) they'd completely destroy any reason for invokers to exist since clerics DO have good controller dailies and encounter powers. And what do you know, Hybrid Classing is going to come out soon, shoring up the clerics' few shortcomings in this department.
It's not the wizard versus the invoker or druid. It's controllers in general contrasted with ranged strikers other than the ranger. It'd be easy to look at the cleric and say that leaders overshadow defenders in actually defending, except that most other leaders generally don't. However, even the invoker (by your description, the worst of the three controllers) overshadows the sorcerer and warlock completely when it comes time to wreck someone, because off-action attacks (in the form of zones and summons) are a controller schtick, despite the fact that off-action attacks and multiattacks are what separate actual strikers from the gimps.

This means that ranged strikers who aren't the ranger always feel small in the pants assuming the party has an even remotely clueful controller, because controllers get better damage-dealing tools. And when strikers are already defined as the guys who deal damage and do almost nothing else, that's pretty sad.
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Post by Username17 »

Honestly, I don't understand why 4e characters have stats at all. Everything is supposed to fit to arbitrary level appropriate numbers, and the stats have no consistent meaning or relevant effects. Already the monsters of 4e have a complete disconnect between their attributes and their attacks/defenses. Remember the fiasco of the "what happens when a gnoll on team monster picks up a bow?" conversation? The Attribute mod + Bonuses system just doesn't generate level appropriate numbers for monsters - which is why they completely ignore them when assigning attacks and defenses to team monster.

But the thing is: the stats don't do a great job of providing level appropriate modifiers to the PCs either. So why are they used at all? If your Orizard fails to be a Gnome, he falls somewhat behind the curve numerically. And of course, they had to pull in Weapon Expertise because everyone falls behind the curve. And adding an extra stat into equations is not enough to keep damage current, but it's more than enough to push to-hit rolls and duration rolls (called "saving throws" in 4e to infuriate grognards) right off the RNG.

So seriously: why stats? Why not assign each attack an accuracy class and have them function with that accuracy class plus the level modifier and just go from there? There are no positive effects from having each attack be Half Level + Stat Mod + Weapon Mod + Weapon Bonus + Feats + Blah and have that all magically be supposed to add up to Level + 6. You should just give the attack an accuracy of 6 and add your level. Defenses have the problem even worse, since you can only keep raising 2 stats and your defenses are based on 3 (meaning that every PC has at least one NAD that is by definition far short of level appropriate).

I don't understand why 4e has attacks and defenses attached to attributes. As such, I can't think of a single reason why to keep attacks and defenses attached to attributes in 5th edition either.

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Post by RandomCasualty2 »

FrankTrollman wrote: I don't understand why 4e has attacks and defenses attached to attributes. As such, I can't think of a single reason why to keep attacks and defenses attached to attributes in 5th edition either.
I've been saying that for a long time.

Attributes in 4E are just plain pointless and do absolutely nothing good for the game.
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Post by ggroy »

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Post by A Man In Black »

FrankTrollman wrote:I don't understand why 4e has attacks and defenses attached to attributes. As such, I can't think of a single reason why to keep attacks and defenses attached to attributes in 5th edition either.
Tradition. Parallelism with skill checks.
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Post by Username17 »

A Man In Black wrote:
FrankTrollman wrote:I don't understand why 4e has attacks and defenses attached to attributes. As such, I can't think of a single reason why to keep attacks and defenses attached to attributes in 5th edition either.
Tradition. Parallelism with skill checks.
What tradition? Intelligence didn't add anything to your spell attacks for thirty years, and only started doing that in 3rd edition. Even Strength only gave you a bonus to melee attack rolls for "exceptional strength" before 2000.

All retaining a large and malleable bonus to laser attacks from Wisdom does is make the RNG hard to maintain.

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Post by ggroy »

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Post by A Man In Black »

FrankTrollman wrote:What tradition? Intelligence didn't add anything to your spell attacks for thirty years, and only started doing that in 3rd edition. Even Strength only gave you a bonus to melee attack rolls for "exceptional strength" before 2000.

All retaining a large and malleable bonus to laser attacks from Wisdom does is make the RNG hard to maintain.
Whose melee character didn't have a bonus to melee attack rules even before 3e?

Elegance is a nice thing to have, but it's not the only possible selling point of a game. Even if you're essentially giving the players an expected +4 from stats and giving the monsters a -4 base and that makes the game more complicated for no practical gain, there is the gain of doing things the way they were done before to make (essentially conservative) gamers happy. There are lots of inelegant ways to do this, if you don't chuck them out the window just for being inelegant.

I'm not saying that +stat to hit a good design principle nor a necessary part of a fifth edition. I'm just saying that the target audience is already conditioned to expect that having a high (base stat) means that your abilities work more often. You yourself said that the chief audience of the hypothetical 5e was players of 3e and 4e, and those players are conditioned with that expectation.
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Post by RandomCasualty2 »

A Man In Black wrote: I'm not saying that +stat to hit a good design principle nor a necessary part of a fifth edition. I'm just saying that the target audience is already conditioned to expect that having a high (base stat) means that your abilities work more often. You yourself said that the chief audience of the hypothetical 5e was players of 3e and 4e, and those players are conditioned with that expectation.
Honestly I think you can break the conditioning just by eliminating the stats altogether, or creating some new ones.

The powers you choose should pretty much determine your stats, not the other way around. So if you happen to choose furious smash and brutal strike as your powers, we can basically assume your character is this tough barbarian warrior type. The only thing ability scores do is pidgeon hole characters into archetypes even beyond classes. So you spent that feat multiclassing into wizard, but you can't even use your wizard powers because your intelligence sucks.

I'm all for just saying that the powers you pick determine what kind of character you are. If you have a given power or attack, it should mean you can use it effectively.
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Post by Windjammer »

Hi there - long time lurker here, finally registered because of this post:
shadzar wrote: You don't bring in someone who doesn't like D&D but loves MMOs, in order to spearhead the mechanics of D&D.

Just another reason why Bill Suckadick (or however you spell his name), should have nothing to do with R&D of D&D, because he never knew a thing about it either or who to put into a D&D team.

David Noonan was probably canned because the crappy video podcast DMing job he did, and because he didn't agree with the way his cohort for the podcasts did D&D.

Why sucky behind the camera, he had a good grasp of D&D and would have been far better to lead a D&D team than either Bill Suckadick, or Mike Mearls, for any facet of the game.
Dan Noonan was actually pretty formative for 4E. He not only led the first playtest ever for it (in house, naturally), he also wrote the first ever document as to what the design goals for 4E were to be, and he wrote that all by himself. That document was then given to Wyatt, Collins, and Heinsoo, for them to write up the first attempt at 4E (Flywheel over whatever it was called). The story doesn't end here. Some months later Heinsoo and co. returned their first draft of the rules to Noonan. Noonan looked it over, returned it, and basically stated that his design goals weren't really met in an adequate way.

You can read up all of this story in the two 4E preview books "Wizards presents". In these, Mearls (or was it Heinsoo, I forget) even grudgingly admits that their initial attempts at 4E fell short of Noonan's expectations - and then takes a stab at Noonan in the vein "but then, Noonan hadn't stated the design expectations very clearly - or so it must be admitted in hindsight". The idea being that 'we failed at delivering the design because Noonan wasn't clear as to what he wanted'.

So basically, while I wouldn't go so far to detect bad blood in the crowd versus Noonan, it's pretty obvious that they had disagreements and stated them rather frankly. But yes, Mearls and co. are on record for failing the standards of Noonan.

Returning now to shadzar's post, I'm a bit amazed that Noonan gets so much credit in the Den by anyone. I thought the Den's review of Complete Divine had pretty much cemented the view that his ability to design something solidly is limited at best. (Or is the idea that Noonan is the go-to guy for a person with vision, and then leave it to someone else to develop it?) Personally I think Noonan is best suited to write adventures. I thought Slaughtergarde was a pretty decent effort in terms of encounter design.

And finally, shadzar's post which attempts to contrast Noonan to the MMO crowd seems to me off. Not only did Noonan, since departing WotC, settle to design MMOs. He was also the first one to point out how 4E's class roles are heavily oriented by MMOs and how that's a good thing. But perhaps that's a case in point of ym above speculation - Noonan would be the kind of guy who thinks a controller type of PC would be neat in a game like D&D, and then Mearls & co. fail to design one at the mechanical level.

Finally, though, the two WotC layoffs after 4E was released featured Noonan in the first year (2008) and Heinsoo in the second (2009). To me they let go of the two minds driving 4E's earliest design. There are a myriad of ways to interpret that, but my impression is that neither of these guys really was a team player coddling to Slaviscek's grand non-view of where 4E is supposed to go.
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Post by Windjammer »

FrankTrollman wrote:Honestly, I don't understand why 4e characters have stats at all. Everything is supposed to fit to arbitrary level appropriate numbers, and the stats have no consistent meaning or relevant effects. Already the monsters of 4e have a complete disconnect between their attributes and their attacks/defenses. Remember the fiasco of the "what happens when a gnoll on team monster picks up a bow?" conversation? The Attribute mod + Bonuses system just doesn't generate level appropriate numbers for monsters - which is why they completely ignore them when assigning attacks and defenses to team monster.

But the thing is: the stats don't do a great job of providing level appropriate modifiers to the PCs either. So why are they used at all? If your Orizard fails to be a Gnome, he falls somewhat behind the curve numerically. And of course, they had to pull in Weapon Expertise because everyone falls behind the curve. And adding an extra stat into equations is not enough to keep damage current, but it's more than enough to push to-hit rolls and duration rolls (called "saving throws" in 4e to infuriate grognards) right off the RNG.

So seriously: why stats? Why not assign each attack an accuracy class and have them function with that accuracy class plus the level modifier and just go from there? There are no positive effects from having each attack be Half Level + Stat Mod + Weapon Mod + Weapon Bonus + Feats + Blah and have that all magically be supposed to add up to Level + 6. You should just give the attack an accuracy of 6 and add your level. Defenses have the problem even worse, since you can only keep raising 2 stats and your defenses are based on 3 (meaning that every PC has at least one NAD that is by definition far short of level appropriate).

I don't understand why 4e has attacks and defenses attached to attributes. As such, I can't think of a single reason why to keep attacks and defenses attached to attributes in 5th edition either.

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I'm not sure if the upcoming Gamma World, which is a 4E spin off, will feature stats. Gamma World characters are playable as a collection of cards. So, point the first, GW ditches the character sheet as an ingredient to your 4E-like experience. Players apparently don't need to fill in a character sheet with their stat numbers etc. But here's point the second. I haven't seen any indication that people are expected to fill in any numbers on those cards they get either. You'd be surprised (or perhaps not) how many people complained to WotC how tedious it is to print out, or fill in, anew their 4E power cards every time their characters level up. I expect WotC to listen to these complaints and give the audience ready-to-play powers in the next instalment of 4E. Which, as stated, could be Gamma World.
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Post by Lago PARANOIA »

To the question of 'why stats' in general, I think that the underlying design principle wasn't to represent top-of-the-game players like they work in D&D, but was to represent people trying things outside their specialty.

For example, in 4E stats are pretty much pointless because of the strict RNG and the homogenity of actions and powers. But that's because wizards are never expected to have to sneak down a hallway nor are fighters ever expected to have to recall details on a hobgoblin's coat of arms. Now while you could do something like assign some stiff RNG penalty for performing tasks outside their specialty, it creates the problem of everyone being the same. While it's a fair assumption to assume that all 9th-level wizards can throw out at least 5 magic missiles and fling a fireball however many feet at around the same aptitude, it's somewhat simulation-breaking that every wizard also is equally good at bending bars, riding horses, etc.

Now while you could do things the lazy way and go 'well, characters have specialties; your wizard might have a 20% better chance than typical wizards to bend bars or pick pockets', if your game isn't as wretched as 2nd-Edition D&D and you have enough tasks in the game you may as well just give people attributes.

I do agree that there's no reason for attacks and defenses to be coupled to attributes, but I still think that they should exist, if only to make characters less like MMORPG cut-outs.
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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Post by Username17 »

Shadzar's grasp of gaming history is tenuous, and his opinions are not especially representative of the board as a whole.

But the blog link you got is fascinating reading. Thanks a lot for that. The awe inspiring circularity of Noonan's thinking is truly breathtaking. He decided that the players needed combat roles because that's what they have in MMOs, but he couldn't find anything comparable in any previous media - including older D&D editions! So he decides that all the previous media is inappropriate, and that following the footsteps of other previous editions of the game is also wrong - and that World of Warcraft has to be emulated... because it's the only thing he could find that had the thing out of World of Warcraft that he wanted to emulate.

And I'm left going: WTF?

You can go through his entire descent into madness. And it's all a giant WTF. He admits that the roles aren't inherent to player psychology. He admits that they aren't based on or supported by any literature. His description of the Tank role (and every other role) is completely unlike the utility that old school Fighting Men had (or any other class, for that matter). It all just circularly comes back to "That's how it works in WoW."

Seriously, how did he get so uncreative?

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Post by RandomCasualty2 »

Lago PARANOIA wrote:it's somewhat simulation-breaking that every wizard also is equally good at bending bars, riding horses, etc.
Well that's pretty easy. You can just as easily say that you need a certain amount of powers of a given type and you gain the relevant character trait. Take enough strength powers, and your character gains the "Strong" trait which makes him capable of doing better on strength based activities. Take dexterity powers and you gain that "agile" trait that helps you sneak around and pick locks. Magic powers tend to help you with cerebral stuff and so on.

This also lets people change around their character better through character retraining.

Or if you wanted to keep the current 4E set up, then you just have your class determine it. Because lets face it, 4E characters are cardboard cut outs anyway. We already know that 4E fighters are going to be strong and rogues are going to be agile. We already knew that shit going in, so we could just have the class itself say "Give a +4 to strength skills" or some bullshit like that. Having the attributes doesn't in any way help with that problem, because you can't make a fighter who isn't strong anyway.
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Post by Windjammer »

FrankTrollman wrote:The awe inspiring circularity of Noonan's thinking is truly breathtaking. He decided that the players needed combat roles because that's what they have in MMOs, but he couldn't find anything comparable in any previous media - including older D&D editions!
I agree that his reasoning is circular, but I wonder whether his grasp of the historical side to this design isn't 'tenuous' as well. Here's an old post, on this site, about the in house playtest for D&D 3.0:
WOTC playtested D&D under their own preconcieved notions about what D&D should be. A fighter SHOULD run up and hit things. A cleric SHOULD stay in the back and heal, unless the fighter goes down, and a Wizard SHOULD primarily be a blaster. They did this because that's how they had been playing for years. The same thing happened with the DM: when the BBEG got run at by the fighter, who starting whaling on him with a sharp object, the BBEG did not immediately Dimension Door away and ignore the fighter - the DM ran the encounter in a particular style that predicated this from happening. The "balance" in D&D 3.x is only supposed to work when the players take on the party roles that the WotC playtesters assigned them. In short, if you don't play the game the way the playtesters did...it's not ever going to balance! They didn't playtest for Batman, or Pun-Pun, or CoDzilla. The ideas behind an arcane caster (and I quote uncle Jon on this) "Why would anyone NOT want to do lots of hitpoints of damage? That's what mages are for."
Emphasis mine. Andy Collins once said* that one of the things driving 4E was him (and others at the WotC office) realizing already early in the 3.5 games they played at 'the office' how extant classes had an implied 'role' hard-coded into them but how that failed to get communicated to players of that class; and how frustrating it was for Collins, as a DM, to witness players picking a class but then revolting against the role (either out of defiance or for lack of knowing better).

Historically it seems to me that such roles were latent in WotC' thinking about D&D for the entire past decade**, and that the impact of MMOs wasn't to alert them to those roles but to think about them in a far more rigid way.

* Sorry, can't provide a link because I can't recall the source.

**By which I don't mean the written entries in the 3.x PHBs as to "party role". It's quite clear that these entries detail the class in its role of a party exploring a dungeon, and not its role once the party engages in combat. (The 3.5 PHB 2 seemed to go half-way in shifting from the former to the latter; I guess it coincides with the thinking going on at the time that Collins relates took place fairly early in 3.5's life cycle.) Let's not forget that the 4E DMG decries everything that takes place between two combats, including trodding down a dungeon corridoor, as 'not fun' best to be glossed over ("wheel them to the next fight! onto the fun"). The whole game has been designed that way, classes and skill challenges (as a quick way to gloss over scenes inbetween combats with a couple of die rolls). It's amazing to see 4E designers realize that, on that premise, you cannot write or DM compelling adventures. That, to me, is their own admission that the way they codified class roles - w.r.t to combat - is too restrictive a design focus for a game like D&D.
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Lago PARANOIA
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Post by Lago PARANOIA »

RC2 wrote:Well that's pretty easy. You can just as easily say that you need a certain amount of powers of a given type and you gain the relevant character trait. Take enough strength powers, and your character gains the "Strong" trait which makes him capable of doing better on strength based activities. Take dexterity powers and you gain that "agile" trait that helps you sneak around and pick locks. Magic powers tend to help you with cerebral stuff and so on.
That's feeding back into my previous objection. That works just fine for top-end effects (since we all expect, regardless of the background, for berserkers to be strong and wizards to be smart) but it doesn't work so well if you want to measure how much better of a trap-disarmer one druid is from another.
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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Post by RandomCasualty2 »

Lago PARANOIA wrote: That's feeding back into my previous objection. That works just fine for top-end effects (since we all expect, regardless of the background, for berserkers to be strong and wizards to be smart) but it doesn't work so well if you want to measure how much better of a trap-disarmer one druid is from another.
Yeah, you lose a little bit of granularity, in that you won't have people that are slightly better trap disarmers than other people, but to that I seriously reply "So what?"

The game doesn't necessarily get any better because you have small bonuses differentiating people. You can seriously play your game with 3-4 competency levels: untrained, novice, trained, expert. You can even cut that to 3 if you want.

Remember that shit is in addition to your actual character level and the equipment you use, so you've got plenty of room to differentiate.

About all it doesn't do is handle characters who have a weakness. You can play a wizard with no real strength advantage, but you can't really play a total weakling, but given that 3E and 4E stats only go as low as 8 anyway, that's not even really anything people used much.
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Post by Archmage »

3.5e characters could totally go lower than 8 if they had racial penalties, and that's actually something that's likely to come up.
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