Nearly a decade back, I ran a 4E game for maybe 6 months or more at the insistence of a local group, and participated as a player afterward for a few more months.
Going into the experience, my main gripe was heavier reliance on “dissociated mechanics”, and that the powers and tools available were generally even more exclusively geared toward combat than previous editions.
But a more tactical, less roleplaying-related, game has some slight appeal to me. So, setting all my issues aside, I tried to enjoy it as a more combat intensive game. Unfortunately, even in combat alone, 4th Ed. just had too many bits that stuck in my craw:
Geared to win - Most combats it never felt like the characters were in much danger of dying. There was only one I can remember that was really a “close thing”.
Slog Combats - Despite not straining the characters much, a standard combat would usually take the majority of the evening, even against relatively weak opponents. This might partly have been an issue of people not having all their powers perfectly memorized and planned, but in some cases it was just a hassle of hit/miss whittling down a massive pile of opponent hit points every time. In general we would get into one combat per session, and it would take up most of the session.
Level Wiff Factor - If average combats didn’t seem much challenge, then combats against high level opponents were an exercise in missing and missing again. Unlike previous editions, 4th Edition, armor class escalates right along with everything else. So enemies of different levels are extremely difficult to hit.
Equipment Wiff Factor - A couple of us realized late in the game that, unlike previous editions, expected PC equipment bonuses are heavily factored into the challenge rating of monsters. To the extent that the GM is literally required to keep providing you with equipment appropriate to your level. If you don’t have the equipment power level mandated by your character level, you will miss a heck of a lot more.
But stepping away from my own gripes as a DM and player, to get back to many of the more general complaints about 4E:
All the other earlier editions had certain things in common: Spells tended to work a certain way. Power increased in a certain way. Weapons and attacks worked a certain way.
Sure, there were differences. Some of the other editions were simpler than others, focused on different things, or had a different “power curve”. But looked at over all, you could kind of see trends, how elements of one edition had inspired similar elements of another. And, you could kind of convert them with a little twiddling if you held them at a distance and squinted.
But 4E was different.
Folks who though the 3/3.5E power curve was a little much would find the 4E power curve EXTREME. Even those who didn’t mind the 3E power curve might find that 4E had gone too far.
Characters in 4E had massive piles of hit points to wittle down, and those points kept coming back. So combats tended to be on the long side, and also more plentiful.
Weapon damage in 4E was nominally similar to previous editions, but a large number of combat specializations in 4E revolved around somehow changing or tweaking how that damage was applied, multiplying it, giving it conditions, etc.
In fact most of a character’s talents in general seemed to be about combat in a very tactical way. And, sure, previous editions did have tactical combat, but it had never been quite so innately integrated as with 4E.
Nearly a decade back, I ran a 4E game for maybe 6 months or more at the insistence of a local group, and participated as a player afterward for a few more months.
Going into the experience, my main gripe was heavier reliance on “dissociated mechanics”, and that the powers and tools available were generally even more exclusively geared toward combat than previous editions.
But a more tactical, less roleplaying-related, game has some slight appeal to me. So, setting all my issues aside, I tried to enjoy it as a more combat intensive game. Unfortunately, even in combat alone, 4th Ed. just had too many bits that stuck in my craw:
Geared to win - Most combats it never felt like the characters were in much danger of dying. There was only one I can remember that was really a “close thing”.
Slog Combats - Despite not straining the characters much, a standard combat would usually take the majority of the evening, even against relatively weak opponents. This might partly have been an issue of people not having all their powers perfectly memorized and planned, but in some cases it was just a hassle of hit/miss whittling down a massive pile of opponent hit points every time. In general we would get into one combat per session, and it would take up most of the session.
Level Wiff Factor - If average combats didn’t seem much challenge, then combats against high level opponents were an exercise in missing and missing again. Unlike previous editions, 4th Edition, armor class escalates right along with everything else. So enemies of different levels are extremely difficult to hit.
Equipment Wiff Factor - A couple of us realized late in the game that, unlike previous editions, expected PC equipment bonuses are heavily factored into the challenge rating of monsters. To the extent that the GM is literally required to keep providing you with equipment appropriate to your level. If you don’t have the equipment power level mandated by your character level, you will miss a heck of a lot more.
But stepping away from my own gripes as a DM and player, to get back to many of the more general complaints about 4E:
All the other earlier editions had certain things in common: Spells tended to work a certain way. Power increased in a certain way. Weapons and attacks worked a certain way.
Sure, there were differences. Some of the other editions were simpler than others, focused on different things, or had a different “power curve”. But looked at over all, you could kind of see trends, how elements of one edition had inspired similar elements of another. And, you could kind of convert them with a little twiddling if you held them at a distance and squinted.
But 4E was different.
Folks who though the 3/3.5E power curve was a little much would find the 4E power curve EXTREME. Even those who didn’t mind the 3E power curve might find that 4E had gone too far.
Characters in 4E had massive piles of hit points to wittle down, and those points kept coming back. So combats tended to be on the long side, and also more plentiful.
Weapon damage in 4E was nominally similar to previous editions, but a large number of combat specializations in 4E revolved around somehow changing or tweaking how that damage was applied, multiplying it, giving it conditions, etc.
In fact most of a character’s talents in general seemed to be about combat in a very tactical way. And, sure, previous editions did have tactical combat, but it had never been quite so innately integrated as with 4E.