I was a holdout.
I loved 3.5 D&D. I really did. I was an active poster on the min-max forums. I had lots of work – I mean huge amounts of work – set aside for running 3.5 D&D campaigns. I was planning, in an odd and roundabout way, to make my living selling 3.5 D&D stuff, never once considering the transient nature of that industry period.
I remember sitting down and trying to make my case that 4ed D&D removed too many options from me, it made me do all this work all over again to make characters I liked, and now I didn’t even know if there was anything cool I could connect to. I even said ‘it doesn’t feel like D&D.’
Then at the table, one of our players – working on her research thesis – simply told me that the game let her play. The game meant there was less time for her spent correcting things, researching things, and that she could just play. The game’s dungeonmasters’ tools were there to make it easier to grab monsters, put them together, and just play.
I wound up falling into 4ed pretty hard after that. The first thing is that min-maxing 4ed is pretty good and fun – and I had misunderstood the aim of optimising. The thing is, optimising isn’t about making the most powerful thing you can hypothetically make – it’s about making the most powerful thing within the confines of the game. That’s optimising, it’s building to your limits!
With that in mind, 4ed D&D had really good DM’s tools. It structured enemies and their abilities as if you might have to gauge them. I don’t know who remembers what it was like learning 3.5 encounters but sometimes you’d have to double a monster’s HP on the fly as players spiked it out in one shot, or cut their lifespan in half because players couldn’t punch through their highly technical defenses. Enemies were designed, now. They were designed, not eyeballed!
Do you remember how 3.5 D&D monsters even worked? So many outliers! So many creatures that were ‘technically’ fair, because they were balanced around frustrating either/or mechanics, like the Grick. Remember the Grick? The Grick was a creature with 8 hp, and DR 15/+1. That is to say, they ignored the first 15 HP of any attack from any weapon that wasn’t enchanted at +1 or more. Which meant a Grick was, when you had your first magic weapon at level 4 or so, an absolute laugh – 8 damage was almost nothing to a character who knew how to try to do damage, but 23 damage was a lot for an early play. Dealing 16 or 17 damage five turns in a row was pretty tricky at level 2 or 3, and Gricks, you could fight four Gricks at level 3!
Without a magic weapon!
Anyone sensible would fix that, but 3.5 D&D kept these dang things more or less the same, which was extra irritating! They had a chance to fix them!
So on the one hand you could see D&D 4ed as a major enema on the DMing system, allowing the tools to be a lot more useful for people who were DMing the first time. But it wasn’t just that.
The other thing is that the 4ed ruleset had a very broad, permissive attitude to things in the skill and story system. There’s this chart in the Dungeonmaster’s Guide about why you might want to make a story point a conflict – and it shows a story arcing in two directions: that you should only really make failures about sending the story in other, different directions, which is super interesting by comparison.
The Skill system – which is simplified, it’s true – represented a major change as well, where skills were made a bit more vague, so players could interpret their methods of solution. Suddenly, you could Arcana Things in the dungeon to make obscure systems stop working, but you could also Dungeoneering them or Endurance them to represent sustained effort to break them.
When a player wanted to run a game, when they wanted to sit down and represent the way that their story worked, nobody had to explain it to them. They could read the books, look at how the books talked about running scenarios and stories, and then, those players could make those choices as they started to run the game for the first time.
The Dungeonmaster’s books focused on giving you toolsets, and explaining them well. It was not about creating intricate systems that you had to feed data into, instead focusing on showing you results of those systems so you could easily grab them, but then also giving you the information of how those results were generated.
Then there’s class roles. I know some people hate these, and those people are fine, but those players can just be wrong at me all they like. Class roles already exist in other games; they’re ways that two characters choose to make themselves different to one another so in any cooperative situation, they’re not just replicating each other’s efforts. I’ve done that in games – I’ve been the one player who could replicate another player’s efforts, and I’ve been that player worse when I could replicate another player’s entire character with a class feature of mine.
Class roles are a formal structure for enabling players to build cooperatively. They’re also mostly focused on combat, not on other toolsets; you can reliably point out that Clerics have access to healing type utility powers and skillsets, and Rangers have access to naturey type utility powers and skillsets, and Bards tend to have access to every single thing.
What about the handful of utility goofiness, like magically summoning up birds to talk to or stuff like that? Well, the game doesn’t even tie those things, those special abilities to characters’ classes or roles. Those are now rituals, which means if you want to have access to that kind of special ability, you can just have it if you’re willing to invest in the skills to do it!
You might notice so far I haven’t really been talking about the way this game’s combat system worked, per se. Oh, sure, the monsters as DM’s tools, but not the combat system as players deal with it. I mean, it ties into the combat roles – but you can run a combat-less 4ed game-
Yeah, you can.
Don’t look at me like that.
I don’t know why you’d want to, the tactical combat in this game is one of the fun things it does well – but you don’t have to use it.
The thing is, the combat system, that? I totally understand if you want to take it or leave it. There are lots of games that don’t do combat well, and do other things really well, and you could totally use those. But I like running around stabbing baddies with my Paladin’s big honking axe, and I also like the downtime between those combats spent solving big puzzles and meeting strange people and managing my resources and yes, occasionally flirting with demons because that’s all very complicated.
I like 4ed because it plays well. It’s big, it’s solved, it’s searchable, and you can have a lot of fun playing it. If it doesn’t work for you and your group, that’s fine too. Nothing wrong with that.
But acting as if 4ed D&D is inherently bad? That’s really foolish. It works. It plays. It has inclusive rules that can handle a wide variety of things. DMs are rarely left with the answer ‘I have no idea’ to the question ‘hey, how could I do this thing?’
It just plays.
This article was reposted from Talen’s personal blog.
You can find the original at Press.exe