FrankTrollman wrote:Everybody is on the RNG (at least for combat) for all levels
Josh, you
know that is a load of horse shit.
-Username17
Well, they are damn sure closer to being on the RNG than in 3e, where you got a +20 to hit out of a 1st level spell, and saves could diverge by 20 points before level 3.
Seriously what's the biggest to-hit or defense RNG breaker in 4e?
Off the top of my head a demigod with righteous brand comboed with the Moon Domian feat and using weapon of the gods gives a 14 point AC shift to the next ally to attack - and you can likely dumpster dive to raise that a bit more.. For comparison, a 13th level wizard in 3e gets to just say "okay Bob, you hit, so be sure to Power Attack for the maximum"
Sure it's not perfect, sure 4e skills bonuses are still fubar for no damned good reason, sure things get further off the RNG as more books are released (I'm looking at you orbizard), but it's at least an improvement.
Lago wrote:
Don't tell you you also think that classes have more to do in 4th Edition than they did in 3rd, too
They don't, and I never said they did.
However they spread that "do much less" far more evenly over the stretched out 30 levels of 4e than the 3e ever did with it's "world-shaking awesomeness more awesome than your last awesomeness" did over a mere 20 level.
In 3e, any character not either
- A primary spellcaster
- Heavily Multiclassed
- Generated using Tome material
Gets to have levels where they get like a +1 to BAB, a +1 to a save or two and 2-4 skill points to put into the skills they have already decided to max out anyways. If they get anything else, it's already spelled out -that's not a way to engage the player to be excited about advancement.
In 4e, every single level you are choosing a power and/or a feat and/or a paragon path and/or an epic destiny. Yes, those feats and powers and such generally seem crappy in comparison to their 3e versions, and 4e never lets PCs do some of the things that 3e characters take for granted. But at least in 4e, the player has meaningful input at each advancement
If an adventure can be solved by a single pc casting three rounds worth of fourth/fifth level spells, the problem is that it is a bad adventure not that the spells are over powered.
Because I'm already fishing for trouble here, I'm gonna argue that one.
Yes, it's a bad adventure - but that's a symptom of the problem that adventure author/DM did not understand the power level of characters of that level and what appropriate challenges are when they designed the adventure. And that can happen because such an author/DM may believe that the game is easily capable of replicating campaigns from popular fantasy works - from descriptions and marketing of D&D, this is quite a reasonable assumption for one to make.
However, 3e D&D has a built in, but non-obvious assumption, that "wizard who can fight a Balor" automatically means "wizard who can teleport across countries" - and due to
The limits of magic in an RPG context, that means a DM cannot have Gandalf in their LotR campaign - In 3e terms, either that character cannot fight a Balor, or there is no reason for that character to be riding Shadowfax. But since this is a non-obvious assumption, it leads to people without a bunch of system mastery designing adventures that don't take it into account. This leads to bad adventures, which leads to bad gaming experiences, which leads to total protonic reversal - all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light.
Furthermore, people with only moderate amounts of system mastery tend to "solve" such an issue by nerfing the crap out of PC abilities. Game sessions turn into:
DM: Dude, you can't fucking teleport to Mount Doom.
Player: And Why Not, because the PHB totally says I get teleport and the teleport desciption says it can take me to Mount Doom?
DM: Dude, you can't it's like warded against teleport. Sauron's been around since the first age, he totally knows
Forbiddence and epic spells and stuff.
Player: Wasn't that just a 10' cube per level...I see where you're trying to railroad us.... How about the cleric casts
Wind Walk instead.
DM: Did I mention the hurricane in mordor?
I can't see how that's a enjoyable game for people on either side of the table and it should be avoided.
Now 4e avoids this by ditching the base assumption about out-of-combat powers, and people can totally run 4e games with wizards who can fight a Balor, but still ride horses around. All the setting-breaking stuff is distinct from the combat abilities and packaged into rituals.
It's far from an optimal solution and it's a downright pile of lazy fail compared to making the power guidelines for levels obvious and explicit and then holding adventure designers to those - but the 4e method allows more adventures for more characters and for them to turn out alright even when written by authors/DMs with less expertise. And 'll stick to my guns here and says that's a fucking improvement in the system over 3e.
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