My 4e game is dead. It has been for a while now.
Yep. Elvis dead. JFK dead. Dead. Dead. Dead.
There are a few reasons for this, some personal on my end, but mostly logistical and scheduling. Then there’s burnout, but not the ever popular “DM burnout”. Not that, as I’m willing to run a game whenever I get the chance. I love running 4e. Are you kidding? 4e was made to be run. Whether you’re a newbie as I was in 2008, or a veteran of many wars, 4e begs to be run. In my opinion, it is simply the easiest and most accessible version of D&D ever produced (for the DM).
But what about the other people sitting at the table? How easy is it for them? Does the ease of the game for DM’s translate over to the player’s side of things? I don’t know that it does anymore. I’m not sure it ever did. And this may have contributed to the death of my 4e game. Thinking about this led me to post the following thoughts on twitter:
Weird and bizarre thought: I’m coming to the conclusion that 4e is easier for the dm to play, than the players. Whereas before it may have been the other way around. And that led to my group tuning out, while I wasn’t ready to tune out yet. Fwiw. The complexity was flipped to the other side of the screen with 4e. Interesting thought, hadn’t seen it before until talks with players.
I think the game was designed with the beginner DM in mind, and a strong effort was made to make the game as easy as possible to run as they could make it. We see it in the adventure layouts, the stat blocks, and all the DM material available out there. But for beginner players, well, we see a butt load of options, classes, races, feats, powers, items, this that and the other to the point that you needed a piece of software to create a character with in order to play a pen and paper rpg. Think about that for a second. The amount of options available for players is so great that it’s best to create your character with software, because otherwise you’d have a hard time finding and keeping track of all available options for your pc.
Now don’t misunderstand me… I am not saying the 4e is so convoluted that novice players can’t possibly pick it up. That would be a ridiculous statement, as thousands of people play the game and enjoy it. What I’m starting to believe though, and saw in my own group was that this is the first version of the game where the complexity has shifted over to to the other side of the screen and has landed on the player’s laps, for better or worse. And I think that this shift has been gradually coming over time.
When I think back on my first D&D character, I look at a 1e Barbarian, created with the Unearthed Arcana book. He was relatively easy to play. He had an axe I believe, and that’s all that he did. He swung, and went barbarian shit crazy on people. There wasn’t much depth to him, or to my needs as a player. He was what he was. An axe swinger.
My DM on the other hand, had a monumental task. He was juggling seven or eight players, while using the old AD&D approach of winging it for encounter building, running an abstract combat in his mind without a grid or battlemaps, and making sense out of the old stat blocks. He had a tough job, a job that was very rare that someone would want. A job that I know I wouldn’t have wanted at the time. Screw that. I’ll keep my barbarian, thank you very much.
What happened after that? 2e came along, and for the most part it was more of the same. The DM had a far harder job than I did. My dwarven fighter was easy to run, even with those stupid non-weapon proficiencies. Swing his axe, hurl an insult, rinse, dry, repeat. Then towards the end of 2e, someone decided that it would be a good idea to add complexity to characters and fights. The black books came along and skills, powers, combat and tactics were introduced at our table… and quickly rejected. Why? Too much to worry about. Slow phase, medium phase, whatever. We didn’t need it. Our job as players was supposed to be easy, that’s why we were players and not DM’s. They had the hard job at the table, remember.
And then 3e came about, and it changed D&D for ever. Or so say the cool kids. It was never my cup of tea. I never really fell in love with 3e, or what I thought it did to the game. In my mind, a lot of DM judgement calls and refereeing was taken away and placed as a rule in a rulebook. Now the players could call the DM on calls and say “oh no… see here?” But aside from that, it made characters a hell of a lot more complex. It added feats, and ranks, and skills, and prestige classes, and this and that, and a ton of shit that I didn’t care about, or need, or want to figure out. It made me think too much as I built my dwarf fighter. I didn’t want to think, I wanted to swing my axe and hurl insults. And I couldn’t. Because first I had to figure out class ranks, and half a rank and whatever, whatever. I didn’t like it. It became a chore for me to make a character. And for Dm’s? Could I try it then? Had it gotten simpler? Well, I’m still trying to figure out challenge ratings, so no. And I walked away from D&D.
And well, 4e comes along. And 4e is a game that practically begs you to run it. Everything is so well done for a DM to just come along , sit, and run a game. Monster stat blocks, adventures, encounters, delves, tactics. It is a newbie DM’s perfect introduction to the craft. At least it was for me. And players? Well, they were bombarded with options from the get-go. Tons of classes, tons of races (some too weird for my game), powers, feats enough to fill a digital compendium and character builder with. And for many, that’s a great thing. It means options and customizing. It also forced them to become tactical thinkers and wargamers. Like it or not. It is what it is. 4e puts a strong emphasis on combat. Yeah, I’m saying it, so what? My group enjoyed the tactical aspects to an extent, although they hated the 45 minute to an hour long fights.
So players were given tons of stuff to create their dream character with, but for many, it was too much. Too many things, too soon, too fast. The game isn’t even three years old yet, and they’ve already pulled the reigns on this stuff.
What the heck do you think Essentials is? Nothing was touched on the DM’s side of things. That aspect of the game is perfect. It still is. But players? If you need the character builder to build an essentials character you are just damn lazy.
And what’s my point in all this? I’m not even sure anymore. I think my point is that the game developed a complexity over time that has shifted over to the players. And in my case, that complexity led to a group burnout that turned them off 4e. The erratas, the multitude of powers, options, classes, feats. At the end, it didn’t matter to me, the DM. I had my encounter for the night and I didn’t care what PC showed up or not. They are the ones that worried of the striker, or the leader, or the controller was doing his job right. Not me. My job was so simple I could run an adventure without reading it beforehand.
So what’s next? Well, I know 4e is off the table for now. Permanently? I can’t say. I wish it weren’t, as I truly enjoy running it. It made me as a DM. Star Wars Saga? Maybe. Star Wars d6? We’ve gone to that well too many times methinks. Dragon Age? That seems to be the next big thing for our group. Fantasy, made simpler. At least for them. For me as a DM it isn’t like 4e is. No way. It’s not hard to run, but it’s no 4e. I’d be willing to bet that a newbie dm would have a harder time with it than with 4e.
We shall see. I really just want to roll dice.
Wyatt Salazar
January 5, 2011
I would say, that the complexity spill-over started in 3.5.
Many of my D&D 3.5 characters required sifting through five books (that were not very optimally laid out), some of which were there just for two or three things (that were not very optimally laid out) that I could put together to collapse reality as it was once known in that campaign world. Even if you didn’t have powers, you still cherry-picked class and PRC levels, which you did so you could get specific class features, which were basically like powers (except not as optimally laid out).
Granted I was a hardcore optimizer who wouldn’t run a character that wouldn’t stomp a mudhole in its opposition in the most thoroughly emasculating ways possible.
I personally found 4e easier to play than to run, which is funny considering your own experience. Probably because as a player I already developed that skill of fishing through the dumpster for the gold bits and it didn’t bother me, and I already had an incredible tactical mind. I’m still not entirely sure what it was about 4e that didn’t click with me as a DM. Probably a combination of the need for attrition and the emphasis on good mapping and setpiece design which I hadn’t developed in 3.5.
Cb
January 5, 2011
I think my new go-to game will be Gamma World for similar reasons. So easy to crank out a new character, and there are far fewer player decisions to make.
Geek Ken
January 5, 2011
I think 4E morphed into 2 different animals for players. You had the super optimized min/maxers that could practically break the game. Then you had the folks that sort of puttered around and had characters less geared towards optimizing combat game mechanics.
Over time I think material from WotC shifted towards the powergamers (or more specifically to curb them). I think the retooled monster damage and most of the errata was to reign in these guys that could run rampant over anything thrown at them. The big problem I feel with this was that it ended up forcing everyone else to push their character into picking up specific feats and abilities. If they didn’t keep up with the power curve, they were going to be left behind as the math for monsters pretty much accepted that at level X, a character will have Y bonus for attacks from ability scores, Z bonus from magical items, and a W bonus from feats.
I agree with you that there was too much material being put out too quickly. I think this lead to another problem with errata. Stuff likely could not be tested enough to find out all the problems once min/maxers got a hold of the rules simply as the production schedule had to have new content continually coming out the pipe.
In the end I think the player base has a little to do with this also. Once 4E hit, I think most folks immediately wanted everything under the sun in the D&D world. No gnomes? No sorcerers? No druids? No prestige classes? No way. I want those rules for 4E right now. WotC complied and I think you ended up with a glut of material that folks didn’t quite have time to digest and the whole thing mushroomed into material that spilled over into 3+ books needed just to roll up a character.
Frank
January 5, 2011
I do not know. Right now I am DM for our 4e game and I play in a 3.5 game. Any spellcaster with all the spells available in 3.5 can tell you there are a lot of damn spells to pick from for the few slots you get at each level. It does require a program to use that, we used eTools.
For 4e I have played, I have made characters by hand it is not tough everything is the same except for the powers.
I think the hard thing for some players to grasp is that they need to know their characters and I do not think some people really want to do that. I think it might be laziness on some players part, it is my opinion and I am not saying your players are lazy. Perhaps they just do not get it. Perhaps I spared my players and made the characters for them? Spared? Perhaps I am to easy on them.
They actually think 4e is easier to play than 3.5 and easier than Star Wars Saga/Revised and OCR. This kind of shocked me. To me combat is almost identical, with the MBA and RBA only that is a modified 3.5/Saga edition game. Add in the powers and yes everyone is like a spellcaster. Simplified term.
The player of the Knight in my game just thinks of his attacks as different forms or styles he learned, yeah the Knight is an essential class and is easier to play (perhaps essentials should have been first with them making Advanced 4E D&D later) but they have learned a lot in the development of the game these past few years.
I am mixing it up with 4e and essential classes at the table for my group. going into session 4 sooner rather than later and I can see us playing it more and more. It will probably kill the 3.5 game we are in.
With all the options I have to ask, when do you stop letting in new material? In my opinion with a group that gets together less than every few weeks I have to suggest sticking with the PHB 1-3 material only. It is then up to the players to take other books and DDI articles and add them to their characters.
I will stand by my claim that it is the players responsibility to know everything there is to know about their character. Not just what dice to roll but where to look up that power, how it works and how to use it properly over the MBA or RBA. Same goes while in the game and players not knowing what to do when their turn comes around and fumbling for an idea what an At-Will is vs an Encounter power.
I also ask my players what a stumbling block is for them grasping the small details of the game, that way I can focus on a solution that will work for both of us. Right now they just praise the game, so I could have a rude awakening at some point.
mbeacom
January 5, 2011
4E hasn’t really gotten more complex since day 1. The complexity is about the same. Just the number of options have increased. You still choose at wills dailies just like before. Just now there are a million options in a dozen books.
The truth is, we as player need to understand what we want and need. It sounds to me like you needed to drink from the fountain and not the fire hose. SOmething like house ruling PHB1 characters/races/power only, or some such. Its the attempt to keep up that kills the players.
But at the same time, wizards is a publisher, more than anything. They need to sell books…..players books. Once the rules exist, the DM is pretty much done. The rest of the content is for the players. And boy o boy did they deliver content.
I still love 4E. You just have to know how to set boundaries.
But honestly, if even this is not for you, try picking up Castles and Crusades. It’s quite good, simple, elegant. D&D the way it was meant to be.
Or, do like me and play 1E every chance you get. 🙂
newbiedm
January 5, 2011
@wyatt: I have to agree, 3.x was the turning point. It gave players a hell of a lot more options, atthe expense of the DM, who lost a lot of his ability to make calls as a referee, and had to become a rules memorizer.
@cb: While GW is getting rave reviews, I just can’t bring myself to be remotely interested in the apocalyptic setting with a silly twist.
@geek ken: A glut did in fact hit us, and hard. And Essentials is a way to try to reign it in and make it a tad simpler for newer folks. Unfortunately, I think it could confuse folks looking to jump into D&D. Different sets of books, some branded as Essentials, while others aren’t… They should have pulled the PHB’s off the shelf.
@frank: Players have to know absolutely everything about their characters, that cannot be the dm’s responsibility. More so with the abundance of powers out there. No way.
@mbeacon: I still love 4e too. Just may be harder to find people to play it with here locally. I’d justwant to Dm it though, not really play as a PC. Weird? Don’t know. It is what it is. 🙂
Daniel M. Perez
January 5, 2011
4e switched entirely into an exception-based paradigm, and that means that each character is like a deck of Magic cards: an awesome powerhouse of possibilities if you can get the pieces together right. I mean, that right there is the best way to describe it (aside: suddenly the new edition of Warhammer Fantasy Roleplay makes a lot more sense).
So yeah, for the DM it IS very easy because all the issues that were the province of the DM, for the most part, were moved to exception rules handled by the players if they happen to apply to them. Now, I could say that as a DM, it is your job to define pre-game the extent of the rules to be applied, but that’s a cop-out. The books are out there so the issue is out there already; you can try to plug the dam with your finger but that will only last a little bit.
I don’t know that I have a solution for you, but I totally understand why a player would feel overwhelmed with 4e where a DM may not. It’s a bitch that the tables got turned.
4649matt
January 5, 2011
I still haven’t burnt out on 4th edition, but I think this is because the groups I play with are still digesting the game. I play with a mix of players ranging from veterans (some who have played 1st edition D&D) to green recruits who don’t have dice yet.
The system suits our needs and there is still a dearth of content to explore.
However, you make a solid point about the increasing complexity. Every edition of D&D has gotten more complex than the last. I think that even the DM’s side of the equation has become more complex, granted the tools of 4th edition are more comprehensive and in some ways easier to use, but 4th edition is immensely more complex than 1st edition.
I suggest cleansing you palate. D&D4e is very dense and rich. A rules-light game with a bit of tang such as Risus or Paranoia will help. You might even try something esoteric like Wuthering Heights RPG.
Good Luck!
JJ
January 5, 2011
I’m bringing to mind running D&D Basic for my current group and running 4e for same group. Using Basic, the players turned to me for adjudication of all the rulings. Even though they had access to the player’s “powers” (class abilities mostly, but spells as well). Because the rules left a lot up to the interpretation of the DM, yes the weight fell firmly on the shoulders behind the screen.
When I started running 4e essentials, all my players had their powers on cards. When they asked me what a power did, I asked them to read their card and tell me what it did. The exception based approached that Daniel pointed out has now put the weight of knowing what to do on the player’s shoulders. So in this, I do see where it has been easier on the DM, especially with the encounter balancing formula.
What I am most sad about is that the game has turned redefined player “skill” (yes PLAYER) from Creative to Tactical. It used to be a skilled player was one who could think outside of the box and push their powers to the max. Now the skilled player is much more like the M:TG player who knows how to put together a kick-ass deck. Tactics can be learned and taught more easily than creativity. I imagine the bell curved for skilled 4e players is more evenly distributed than one for 1e players.
I am NOT saying 4e players are any less creative! I’m saying that there is less room to BE creative when all the options are hard-coded. It takes a different type of creativity to “stack” a 4e character’s deck. Once players step off the battle mat, then there is more chance for them to stretch their creative muscles.
I’m not sure if I am making a coherent point or not; its late. I’ll have to re-read in the morning. Thanks for sharing your thoughts in a post.
DM Paragon
January 5, 2011
I am forced to wonder, one of newbie DM’s issues with 2nd advanced was that players for the first time could point out (rule and verse) how the DM was “wrong” making a call. How is that not the same for 4e? as a point of fact, most likely easier to do in 4E then any other edition of the game.
To be clear, I love 4E and so do my players. I hate 45 min combats. Every other version of the game combat went faster (granted, 3E started the incline of combat time, not 4e, 4e just made it worse). We play 4E every week. We also play the Serenity RPG. Our weekly 4E (Urth campaign setting) is about to finish and we are already planning our 4E Dark Sun campaign.
I agree with most of what Newbie DM has said, except with one aspect, which is likely to be Newbie’s primary point. I do not think 4E is easier to run for the second advanced D&D, keeping in mind, the rules lawyers stuff (yes, I know what to do about rules lawyers, but that’s not the point here). I think D&D 4th and 2nd advanced are both equally easy to run.
However, I 100% agree that 4E is much more difficult for players then OD&D, 1st (I ran holms and mets.), and 2nd advanced. I think 3.x got harder for players, but 4th completely blew it out of the water on complexity for player.
Newbie: If you and / or your players would like to roll some dice with a different game system, my group plays several that we could strongly recomend to you, if you wish.
Adelro28
January 5, 2011
At what point does everyone stop and say “man, why are we overthinking this so much?”. The game is what you make it. Role play, min/max, depth, what’s going on?!?
Play how you want. The game is yours. Use what you like and pass on what you don’t.
Everyone on the Internet today seems like they are suffering from information overload. Everyone wants boat loads of options, software, and aftermarket add-ons, and then they get them and realize, it’s just all too much.
Slow down guys and get back to basics. Just play the game!!!
ObsidianCrane
January 5, 2011
4E is more complex for players of “hit it with a stick” characters than prior editions, at least before Essentials arrived on the scene at which point it is about the same as 3.X. But for players of Spell Casters 4E is the same or even possibly easier, the death of Vancian casting certainly helped them out.
You don’t need a digital tool to make a character. You like having a digital tool to make a character because it is easier than flipping through the books. But this has been true since 2E if you used all the various options in the Complete books.
Really what it sounds like is your players are suffering from having too many choices, both before the game and in the game. If you want to run 4E I recommend going “Essentials Only” for the players. There are a lot of simple classes with a more “old school” feel, there are some options that are more complex, there is a limited number of feats that serve well enough and the core game is still the same for you as the DM. Put a Slayer, a Thief, a Hunter, a Warpriest and a Mage together and you have a pretty old school DnD party. The complexities of marking are gone, everyone is making Basic Attacks except the Warpriest and the Mage who are using “magic”, and there will be plenty of damage potential to keep the combats going fast especially if the Warpriest takes the Storm domain.
There is one thing I am sure of though, it is still harder to DM 4E than it is to play it.
froth
January 5, 2011
i think its easier for players than dms. i dont think essentials speeds it up that much, at least in games ive played. slow players are slow players. where i think the problem lies is 4 pcs should be the standard and not 5. i enjoy 3 and 4 person games much more than 5 or 6
brindy
January 5, 2011
You definitely covered some of what I’ve been thinking recently. My problem is that of all my players only one has any 4e books and the others flat out refuse to buy any. None of them have a DDI account.
However they all used the old character builder to create their characters and level them up to their current level (3).
When they hit level 4, I’m not sure how that’s going to work. I can see me spending a lot more time with each player helping them decide how to level up because they don’t have access to the material. That’s a PITA and is likely to kill the campaign in it’s tracks because the players don’t want to lose a session just making character decisions or spend hours flicking through books (Essentials or otherwise).
After this arc of the campaign finishes in April we’re not likely to play 4e again … =(
Mike
January 5, 2011
D&D has certainly got more complicated (both for DMs and players) since 3rd edition. I think most of that comes from the number of products released.
Unlike most electronic games, D&D is what you make of it. There’s hundreds of thousands of micro-rules for 4e at this point, but there isn’t any reason you can’t (and you probably should) put limits on which of these rules you will use at your table.
If things seem too difficult on the player side, limit it to Essentials. Maybe even limit it to just Fallen Lands. There’s still some complications in there (racial skill bonuses, class defense bonuses, etc) but you can (and I have) hand-write a character using these books. If players are having a challenge, perhaps they might consider sticking to one of the simpler classes limited to the Essentials books.
I know you feel that Gamma World isn’t for you, but I found it to be the fastest and most straight forward 4e ruleset I’ve used. The gonzo nature is something you can manage on the DM side with some fun factions and some harder core stories. The world is large enough that you can do just about anything you want with it. It’s a great system.
There’s definitely an interesting mix of players who soak up complexity and those who prefer simplicity. I think 4e is able to talk to both groups and a careful DM can give enough complexity to those who want it without overwhelming players who prefer the simplicity.
Bob
January 5, 2011
Great article! Absolutely enjoyed reading this again and again.
I agree that 4e is easy to run for the DM, although it’s just the mechanics of the gaming system, not “the game”. To me role playing and building encounters with terrain and traps/hazards makes the adventure an adventure and not a simple hack n slash.
I have found that the players were the ones that asked for more options. A lot of players saw their characters doing the same thing over and over and wanted the option to do something truly heroic. You know like those “guys” in the movies/books/video games. Thus 4e.
Soklemon
January 5, 2011
I really think thats what essentials was released to address. Players can easily make a character with just the Heroes of the Fallen Lands/Forgotten Kingdoms book (s). Over time the amount of options is staggering, but without those, the game wouldnt be an evolved version of what it originally was.
I, as the DM, still spend a few hours a week preparing for one session, while the Players arrive and havnt done anything all week unless we leveled. Written above is the idea that players asked this to happen, and they did. The 4e game didnt have time to evolve easily, it had to fly through its evolution to have all the classes and races people wanted.
We have brought this upon our selves, we only delayed the growing pains for the game.
Greg Holder
January 5, 2011
My group has been a 4e-break for about 6 or 7 months now and we’ve been enjoying both Rogue Trader and Warhammer Fantasy Roleplay (third edition…with all the cards and whatnot). Neither is exactly rules light, but it was different enough to capture my player’s interest.
pseckler
January 5, 2011
So in general: I agree with you, and this is a great post. 4E is dead simple to DM (and create adventures for, which is a side benefit). I also find myself agreeing with Geek Ken that I think the newer material is written with the power gamer in mind, but then they do this schizophrenic thing and also combine it with Essentials- a beginners supplement. I DM’d 3e (and later 3.5) on a weekly basis- for the entire run of the edition. 8 years- with only the occasional week off for illness or “game night fell on Christmas this year” type of issues. I was totally kicking ass at putting together an adventure every week.. I thought it was a lot of work, but I had several great groups. Like.. a weekly game-for 3rd edition? That was some work.
Ok, well counting D&D Encounters, I now run 4e as often as 4x a week and still have to time to play Minecraft. It’s just that much easier.
Here’s my eye-opener moment: a new player scans the battlefield and moves his cleric and says “I cast lance of faith from here.. can I reach the bad guy in the corner?” and I was like “I have no idea, what does your power say?” Because that’s really his responsibility, right? I don’t go around memorizing ranges.
Here’s the issue *(and why Geek Ken’s comment totally struck a chord with me- I agree with him): the commonly accepted paradigm for most people I run across DMing 4e is- I think- very wrong. (Not accusing you all here, but it’s just a common concept I have run into..) Most DMs do this thing where they have the RP scene, and then the battlemat and minis for the battle.. and then the RP scene again, and then the Skill challenge, and then the battlemat and minis again. (etc). It’s a pattern I know well from RPGA stuff and I find more than a little constrictive.
My three main issues:
Everyone is often expected to be A) totally optimized. Even game designers I relatively agree with (Stephen Radney Mcfarland, for example) will offhandedly say things like “oh, just assume every PC has an 18 in his prime stat, and has X amount of magic weapon bonus and etc..”), B) That the standard of an encounter is to be “challenging” (aka- the Dm should take care to use tactics and strategy to the best of his abilility to make battles into what I refer to as ‘chess matches’) and that C) the rules define everything.
And I think A, B, and C are all wrong.
Optimization is fine if thats your bag, but as a DM, I don’t care. And I don’t want to spend all my time trying to outwit the one player who figured out all of the loopholes. If he wants to optimize, cool. But I’m also ok with the PC who has a +1 in a prime stat. I, in fact, *play* a vestige warlock with a 13 con.
I think “chess match” battles (which are pretty much standard in most published adventures and all of RPGA) should only be once in a while, but most battles should on the standard to easy side. But with variance! Dynamics! Highs AND lows. So like .. the increased monster damage? It makes no sense to me, really. And that’s how I can get away with running 4-5 battles in a 4 hour session and still have room to pursue all of the roleplaying and investigative/character development plots. I look at tables to the left and the right and they usually slog through 1 or 2 battles in a session and the PCs can barely remember their names because they are built just for the battle part. I *really* bristle at the slur about 4e being “just a miniatures battle game”, but that’s how some people do treat it.
There’s plenty of room for the exact same kinds of interpretive and negotiative judgment that all previous editions had, and in 4e the terrible irony is that it’s even baked into the rules that players can try to do stuff not covered by the rules. I’ve even had players argue against their own character “I want to hide.. but I can’t get stealth now.. I don’t have *total* concealment” and I’ll just say “do you want to try and hide or not?” Geez. As an AD&D1e DM, players were always trying to hide around corners or whatever, and there was no skill check involved. Just say what your character is doing. It’s not against the rules in 4e to describe your actions. Once again, I attribute some of this to the extra time many groups spend in combat. Easier combats are shorter combats and you can get back to the development of character. There IS room for the real tough combat..and even the unbalanced battle where the 1st level characters accidentally unleash a balrog too. The point is, don’t be so predictable.
On that note, I have seen very few people able to manage a skill challenge with any.. er… skill. Skill challenges are just a series of skill checks with an XP award. People turn them into dice-roll-offs with carefully scripted predetermined solutions and pretend that a new set of DCs is going to help, and I just have to shake my head.
Here’s how to do a skill challenge: Create a problem with an interesting thing that happens if the players succeed *or* fail. Failure should be just as interesting as success. Do not come up with solutions, let the players do that. Arbitrarily come with a number of steps to “beat” it (this is a guess/estimate). Let the players think up ways to solve it. If they do stuff that’s just clever, that counts as a success. if they roll a (successful) skill check, that’s a success. If they do something that screws it up more or fail a skil check, it’s a fail. Come up with all of the DCs off the top of your head. If you get to the point when the problem is solved, call it a successful skill challenge even if the requisite number hasn’t been met. If the players do something so screwed up that more successes or fails seems pointless, call it a failed skill challenge. Assign XP as normal and improvise what happens next. We’re DMs, not robots.
DMing 4e is indeed easy. But the game doesn’t play itself.
mbeacom
January 5, 2011
@pseckler,
You just pretty much described exactly how I run skill challenges, and in fact, how I run most of my game. I create problems for my PCs, both RP, combat, skill, etc. However, I almost never create the solutions. What fun is that? If I create solutions, I usually end up unintentionally funneling/railroading my players into them. However, I’ve found that when I only create the problems, without creating the solutions, then that leaves them to figure it out. The added bonus to this is that game night is always a surprise for me. I never know how it will end up. I literally arrive at game night excited to see how things get solved. If they do something really clever and creative, well, then they just solved it. Lets move on. Likewise, I’m a total sucker for environmental kills. I was running a combat this weekened where a large grotesque monster was hiding in a loft waiting to surprise the PCs. After a couple of rounds of him attacking from an advantageous position, they PCs decided to try to topple the loft. I hadn’t thought of that beforehand, but it sounded fantastic. As they hacked at the supports of the loft, the monster jumped down. It was looking like their effort was in vain. However, there was one support still standing. One of the PCs had a power that “pushed” the monster. I allowed him to push the monster into the last remaining support and the entire loft fell right on his chest killing him. I had no idea this would happen but it was epic and fantastic and ended combat shortly after bloodying the enemy, which is usually just about perfect as far as when combat can start to get stale. Now my players actively seek out environmental damage and I love it. Great comments all around!
Scott
January 5, 2011
I’m with you on just wanting to roll the dice. Also, I completely agree with your take on the “complexity-creep” of D&D. I’ve been playing since 1979, and went through every edition since then.
Initially, I embraced 3e, but after awhile the complexity started to wear on me. Then I ran a Keep on the Borderlands game using Moldvay edition Basic D&D (the 1981 boxed set) with some friends over the internet. Wow, was that an eye-opener for me. It was so refreshing to have the simplicity back. I couldn’t go back to 3e/3.5e after that. I tried a few times, but I was always dissatisfied with the attempts… playing or DMing, it didn’t matter.
The last 3.5e game I played in, I went for the ultimate experiment in simplicity… I was going to design a 3.5e human fighter to be as simple to run as a fighter from 1st edition D&D. Every decision I made for skills and feats was made to keep the character as simple as possible. I even replicated the “1 attack per level vs less than 1 hit die creatures” idea by giving him cleave and great cleave, but that was the extent of his “complexity”. Other than that, he was a completely vanilla, platemail-and-shield, longsword swinging human fighter. It was great! I had so much fun with that character! I had a few opportunities to divert from my plan, but I resisted each one, and I’m really glad I did.
When 4e was being developed, my group was in on the playtesting of the game, and I loved what I was seeing with it. It was simple to play, even knowing nothing about the rules, and yet you had these really cool powers you could do! My favorite was a ranger power called Ricochet Shot, which apparently never made it into the final rules, but it was really fun to try it out. I had fun with the final version, and it was kept fresh by new options coming out for my Ranger (I even respec’d him from Two-Blade to Hunter style when MP2 came out).
On the flip side, I am running an online game for some old friends back home, and this is their first experience with 4e. The last time they played D&D, it was in 2nd edition (and one of them, 1st edition!). Some are handling it well, and others are finding things a little too complex. They soldier on, but I can tell there’s some frustration on their end. I do what I can to make things easier.
I’m currently running Gamma World irl, and I’m going to be starting an Essentials webcam game soon. I think those are going to be much better… I’m even contemplating giving my online players the opportunity to recreate their 4e characters as Essentials characters instead, but I think they’d just get even more confused. heh. 🙂
James
January 5, 2011
I still make characters by pen and paper. They are not too complex if a. you come in knowing what you want your character to be and b. you are not too concerned with optimizing. I find a relaxed browsing of the feats section is way more fun than a hunt for what’s next. When you need to pick a feat, the tables in the books are great.
But I mainly DM, and my players are still only in high heroic, so maybe they just haven’t gotten yet to where your players burned out.
mbeacom
January 5, 2011
@scott,
That power still exists for Rogues and there is a magical weapon that does it as a daily. And yes, it’s very cool. Being a person who is particularly fond of the Ranger class, it saddens me to know that they almost had that for a power choice. Would LOVE to have had that on my ranger.
mmaranda
January 5, 2011
I don’t find 4E that hard to play. It takes me some time to build my characters and feel like I’m making good choices. But in combat I know my options well as does the table I play with. We work well as a team. And we try to actively use powers to the best advantage.
I’ve seen other tables work less well but that seems to me because the players never look at their character sheets after making them, and don’t read-to-understand their powers. It is almost like they use powers passively. Often it goes something like this:
DM: PlayerA your turn.
PlayerA: what….
DM: It is your turn.
PlayerA: Oh…ummm… I use ah… *looks at cards and picks one* Disruptive Strike
DM: What does it do?
PlayerA: 1w damage and makes it harder fro him to hit me or a friend
DM: Can you read the power
PlayerA: *Mumbles through text*
DM: Wait can I see that…. It says it is an immediate reaction. This is your turn reactions and interupts can’t be done on your turn. Can you at least find something that is a standard action so you can legally use the power?
PlayerA: Right then um….
[Repeat process]
I suppose that means the game is harder than it used to be compared to playing a 2nd Ed. Fighter. But it is still easier and far less taxing than a wizard in any edition before 4E. At least in 4E you don’t have to find spells and if you get a crummy one try to figure out creative uses for it.
So at the end of my rambling I guess the point is. Yes 4E can be harder to play than other editions if the players only think about their characters at the game. But if they at least try a little they will know their powers and what to do. The DM still has to create encounters develop dynamic and interesting areas and think about how the scenery can be used. So for the DM the processing of setting up the game is a lot more front loaded than playing, he or she has done all their work ahead of time. If players put 1/5th as much time in before the game as the DM they’d find playing it just as easy.
Scott
January 5, 2011
@mbeacom My ranger has the bow that can do it, but this power was slightly different.
It was a daily, I’m pretty sure, but it’s hard to recall, since we renewed all powers between encounters for the playtesting, so it might have been an encounter. You could get up to three targets with it, but you had to hit in order for the shot to ricochet, though. So, if you hit the first target, you could bounce the shot to a second target, and if you hit that target, you could bounce the shot to a third target. During the playtest, I was able to hit two targets, max, with it. I was determined to hit all three, but never had the chance. heh.
I would have loved to have that as a regular power for my ranger. Great fun! 🙂
mbeacom
January 5, 2011
Wow, Scott,
That sounds amazing. Although, with having that many d20 rolls, contingent upon prior successes, I can see why they dropped it.
However, in writing this, I just came up with a sweet Ricochet house rule.
If you’re using a ranged at-will and you naturally crit, you can choose to ignore the crit, rolling normally for damage, but you can then trade the crit for a ricochet where you then roll as if a ranged basic attack was aimed at the next closest enemy. You’d have to roll another hit roll to see if the ricochet hit. Theoretically, this could continue, but odds of rolling multiple crits would preclude it for the most part. I think I’ll try this in game this weekend. I have lots of ranged players in my group, surely someone will crit at least once that night and I’ll see how it goes.
Jeff Carlsen | Apathy Games
January 5, 2011
While I find myself disappointed with 4e, I still consider it to be a fantastic experiment with much to learn from. The biggest lesson I take away from it is that the expansive exceptions based design is a mistake, for the very reasons you’re citing.
The group I played 3rd Edition with stuck with the three core books for a very long time, only occasionally taking something from another book. This is because the core covered all the bases really well, and explicitly explained much of it’s design philosophy, so it was easy to make things up if you needed them.
Over time, we developed a decent amount of rules mastery. We knew what most of the feats and spells did.
In comparison, the 4th Edition core books were really just a skeleton of the game. By using powers to describe a character’s abilities, it took at least two Players Handbooks, the Adventurer’s Vault, and four powers books to catch up to the 3rd Edition Players Handbook. I couldn’t even begin to memorize all the powers, feats, and magic items.
I find this unfortunate, because the core system in 4th Edition is better. It’s simpler, but not stupid, and it’s easy to work with. I’d just prefer to see something different built on top of it.
WolfSamurai
January 5, 2011
See, I’m not entirely in agreement. I think that 4e has a ton of options, sure but options don’t translate into complexity. They make it appear complex, but I don’t think that’ s the same thing. 4e is still fundamentally the same game now that it was when it was released, IMO.
When I compare character creation in 4e to previous editions, especially 3.x, it still feels easier. When I compare it to other games, like Eclipse Phase or Cthulhutech, it still doesn’t seem any more complex. There’s a lot to wade through, it’s true, but that can be a “problem” with other games too. And after playing a game like Dragon Age or even Call of Cthulhu where there aren’t the sheer number of options makes 4e feel kind of daunting to some. But some people love the options, that they can make exactly the kind of character that they want.
And here’s the thing. If Wizards hadn’t been adding on new feats, powers, paragon paths, items, and other options, people would be complaining the other direction, that there weren’t enough choices. People would feel limited by what was presented and whine that Wizards wasn’t properly supporting the game. And while I wouldn’t necessarily be one of the complainers (I’ve got several games which I love have less than a handful of printed books for), I tend to think that having too many options is a better problem than not having enough.
I think the expectations are the problem, not the apparent complexity or the number of options. There’s a feeling among players, DMs, and fans of 4e that you should be optimizing and making the best character you can. Which is where the sheer amount of options becomes a problem, especially to people who aren’t as interested in char-op, but are doing it because it’s what seems to be expected of them. So it turns the search through the power listing or feat list into a slog of “what would be best?” instead of excitement at getting to choose “what would be fun for me to play?”. Many DMs inadvertently push this sort of decision making on the group by not adjusting to what the players bring to the table. If your DM constantly throws difficult combats at your group, players may have to search for the most effective option just to survive, even if something else might be of more interest to them.
So, ultimately, I think that it’s not the system or the choices that are the issue, I think it’s what people are doing with them. I’ve played a ton of characters at a lot of different levels. Paragon, epic, heroic. And I don’t think that those higher level characters are too complex to build or play. I think that people just have to know what they want out of their character and their game and *gasp* limit themselves if they need to instead of expecting the game system to do it for them.
mbeacom
January 5, 2011
@wolfsamurai,
If you read my first comment above, I think we’re in lock step.
“4E hasn’t really gotten more complex since day 1. The complexity is about the same.”
I particularly liked your point…”Many DMs inadvertently push this sort of decision making on the group by not adjusting to what the players bring to the table.”
This is huge. As a DM, it’s important to take into account your players capabilities when you design, particularly combat, but skill challenges too. Just like you’d not want a negotiation that will require tons of history/diplomacy for a group of athletics/acrobatics types, so too you don’t want to design combat that requires min/maxed characters when your PCs are designed for more RP.
I’ve actually gotten into arguments on the wizards forums about this. Many gamers think that you should create encounters without regard for the abilities of the players, that otherwise, you’re “tailoring” to them and “exploiting” their weaknesses. The truth is, IMO, a good encounter/combat/campaign will take into consideration, all the characters, their strengths and their weaknesses and use them all equally to make things as interesting and fun as possible.
THis is exactly why I don’t think the game forces complexity, we do. If my PCs are not min/maxed, the combats will NOT be more difficult because I base the difficulty on what they can do, not what they COULD do. Thats why I don’t understand the point of min/maxing. If my PCs were all min/maxed, I would simply skew combat more difficult. This would pretty much negate the act of min/maxing. At times, I feel bad about this, but then I realize there are more ways to reward players than with easy combat.
In the end, I’m saying I agree. I think WE as consumers drive the complexity and it very where may be with Newbies group that they’ve driven the complexity the point that it has hurt/ruined their experience with the game.
An interesting followup article to this might be, “How does one repair the damage?”.
BrianLiberge
January 5, 2011
Lots of comments already. Plenty of people worded my original thoughts of ‘3.x made started the trend of giving players too many options’ better already. I’ll add something I said on twitter as part of this conversation.
It seems to me, the real issue here is not that ALL characters have become more complicated, its that SOME characters used to be simple and now they all pretty much have the same number of abilities to choose from. The most basic fighter you can build, at level eleven, is still going to have a large number of powers and abilities to choose from each turn. You can no longer build a character that just angrily hacks away with an axe and contributes valuably to the group. You don’t have that choice.
BrianLiberge
January 5, 2011
Sorry, forgot to subscribe
pseckler
January 5, 2011
>>You can no longer build a character that just angrily hacks away with an axe and contributes valuably to the group. You don’t have that choice.
Try a slayer out. You’ll be surprised. That’s literally all it does.
frank foulis
January 5, 2011
@mbeacom you are right the DM needs to take into account the PC’s abilities. If you run a session and not a single player chooses a divine class you miss out on most Radiant damage, now run them against the undead in the adventure. I think most players will first acknowledge upon seeing the undead they are in for a tough adventure.
I think I take that portion of the process out of the equation as I make the characters for the group. Now my current campaign is a 80-20 mix of essential and classic 4e builds. But I put a cavalier and a warpriest in the game to cover certain things like healing, I have played in games where no one wanted to be the healer and I took my ranger and multiclassed into a cleric in our 3.5 game.
Complexity on the players part will be dependant on just how dedicated to the game they truely are. Now with my approach I have an uphill battle because they did not make the character, so they do not have that attachment to it. But in the design process I made them shine is a particular area (hard to do with now 8 players in the group)
The slayer is a beast with just his MBA. He hits and right off the bat he does +12 damage. The hunter has the ability to make difficult terrain and then gets combat advantage on those in it. The Knight is great with his cleaving ability, he and the hunter team up against the groups of creatures. The Pyromancer Mage is just well lets say lighting things on fire is his forte and when you need a ranged damage dealer call him up.
In the first combat they did real well against overwhelming odds and they all thought they were bad ass. I had their buyin. In the town the social skill players shined and I had the additional buyin from them. I have a 70-30 mix of roleplayers to hack n Slashers and if they are all excited about their characters going into the 2nd session and soon the 3rd and learning as we go I am happy.
When I first gave them their powers on one or two sheets they were staring blankly at it. The mage had his powers cut and in sleeves (by me, short on prep time for the rest sue me) and he was all over them showing them how to pick the powers what would work best and soon they were all understanding it past my initial walk throughs in the first encounter. By the 4th encounter it seemed like old hack.
The buy in I think is essential I think. Even in the days of letting my players make their own, or in campaigns where they let us. Almost always even when there was group disscussion on party mix and who should cover what, you had someone who always ended up wanting the lime light and going for the skills that would get him noticed. (since 3rd edition) but this also is true for any game with skills (happened in my 2e Mutants and Masterminds campaign)
Now if I have someone suffer from a death they will get to roll up the character, I will try to steer them onto the path of a similar niche to fill in the party though I have it pretty well covered with 8 players lol.
frank foulis
January 5, 2011
@ BrianLiberge – see below
@ pseckler – Exactly the slayer in my group has an MBA of +13 with a 1d10+13 and he litterally just hacks his way through everything (he is a 12 year old player so I let him go to town and forgive him for his hack-n-slash ways, his dad on the other hand? Like father like son)
Now you have to be playing essentials and if you are saying that sucks and your players are confused or overwhelmed you should check it out.
Rob
January 5, 2011
Don’t discount just simple burnout. We all get burned out on things that we do too often. Obviously, you are passionate about the hobby. It may be unrealistic to expect your players to have the same passion, to put in the same amount of prep, the same amount of time. That is the problem I have had to come to terms with. I would play 2-3 times per week, as a DM or player, if I could, but my group is perfectly happy getting together every1-2 weeks. I try to look at it optimistically, I have more time to plan awesome adventures, they are always excited to play by the time they get a chance to.
The suggestion I have is, rotate who DMs, if your group is getting frustrated with their characters, let them have a chance to see the game from the other side of the screen and play different characters in different settings. Everyone has a different style of DMing and playing and different combinations of players and DMs, even within the same group can help keep the game fresh. We shouldn’t give up on something that we find enjoyable just because we get stuck in rut. Good luck.
Ace42
January 5, 2011
So players were given tons of stuff to create their dream character with, but for many, it was too much. Too many things, too soon, too fast.
Just because it’s there, doesn’t mean they have to use it. While you could argue that the plethora of options available tempts the player into optimising a character; that’s the player’s choice. If they find it unpleasant, they needn’t bother.
All you need is the one rulebook with a class in it for vanilla 4ED (PHB1 will do for most people). The Dragon updates, players guides, and other supplements aren’t in any way shape or form “necessary” for a character to reach L30.
In terms of difficulty, encounters are heavily weighted in favour of the players (65% chance for a character to win a skill test they are adept at if the skill test is roughly the character’s level is pretty lenient IMO. Most of my characters find it impossible to fail skill checks they aim for because their stats are so optimised for them!), my group can’t lose unless there’s some particularly nasty / esoteric tricks at work; or else the encounter is at least three to four levels higher than them.
My point? A non-optimised character is totally viable. Players needn’t plough through tons of reference documents to make a character; all they need to do is pick a “build” from a core reference book, take the “suggested powers” and then pick one power every couple of levels or so from that selfsame core rulebook…
William Pfaff
January 5, 2011
My play group meets every other week for about a five hour session. We love 4e. We also loved 1st, 2nd, UA, 3.0, 3.5 and played them all. The consistent part of the game? We played a role-playing game. You picked a class and race, named him, and went out into the world. When did all of this become so complex? IMO every edition of the game was as simple or complex as you wanted to make it….weapon speed factors anyone? How about armor type vs. weapon modifiers? Non-weapon proficiencies? The incredibly elegant grappling rules of 3.5? The game has had add-ons and esoteric rules from the beginning. Get over it. Choose what you want to use, make a decision, and stick by it.
I do agree with several previous posters that many players are lazy with regard to knowing their powers. It’s their loss.
So WOTC decides that monsters need a damage-dealing boost in 4e? Do you agree? If not use the older monster books. Why is any of this difficult? The idea that “you can’t play X” because the game doesn’t support it is ludicrous. If you want to play a two-weapon fighter ghost owlbear who only adventures during full-moons talk to your DM and your fellow players, if everyone says go for it….then go for it!
As a DM, I have a 4 player group. Almost all of my encounters are party level +2 to +3 and balanced for five players. Why? Because that’s where the numbers “feel” right, and oddly it works. Did I know that magic formula for success after running my very first combat? Nope. I had to learn through trial-n-error (what a concept!).
To DMs: Keep playing the way you want and that your players enjoy. If they don’t want to even name their character and just want to see how many 5 hour combats they can have and everyone is having fun….you’re doing it right.
To Players: If you want to do something “not in the rules” do it! It’s your DM’s job to make a ruling. Play the game, not the system!
/end rant
Robert
January 5, 2011
I think 4E is as easy to play as you want it to be. The beautiful thing about its exception based rules set is that the player chooses which powers they want their character to take and therefore the level of complexity they want to bring to the table.
Its easy to confuse the choices available with complexity at the game table, they are seperate topics. Sure there is a lot of powers to choose from and if you’ve been used to playing fighters and thieves in previous editions the choices on offer can seem daunting at first. Conversely, I had players who liked to play spell casters bemoan their lack of choices.
I tell my players not to worry about what powers they take, min-max to your hearts content or pick powers based on the flavour text. I will scale the game to make it challenging no matter what you’ve chosen.
Players claiming burnout because the game has become too complex have only need look at the character sheet in front of them and the retraining rules 🙂
Soklemon
January 5, 2011
@mbeacom @wolfsamuri Agreed!
T.W.Wombat
January 6, 2011
4e is a reimagining of 3e which makes life easier for the GM. They took the concept of adding Class Levels to a monster and upgraded it to swapping powers, a much easier modification to “base” monsters.
Player complexity seems about the same to me. In 3e it was an arms race since the OGL encouraged everyone and their duck to publish a supplement with some new class, feat, or spell. The players would pick something up and really want to do it, so it was the GMs job to vet the new rules. That was doubly difficult when the GM doesn’t have easy access to the supplement with the power in it.
With 4e, we’re seeing the same thing. So many character choices, and nobody has a good handle on what’s really going on.
What I really wanted in 3e was the ability to easily pick the options that would be in your game’s rules – a row of check boxes for classes, spells, rules, etc. that would allow rule replacements for options appearing in Unearthed Arcana – and allow you to print or publish your campaign’s Player’s Handbook. Yes, it’s still D&D, but it’s the bits that are relevant for your game, not the 47 supplements that you don’t care about cluttering the table.
Any rule set can be easy to GM if you have a handle on the rules. Once you run games in a rule system for a while, you get a sense of what works. I used to wing encounters in 3.5 all the time – I got a baseline for a monster I had already worked out and I tweaked powers and save DCs from there. I didn’t need it written down, I just needed to know that a DC22 made sense for the new sleeping power. If I could envision it, I could translate it in my head for presentation to my players.
And anytime you can run a game without referring to rules or notes, the experience is better for everyone.
Thanks for the article!
EverRaven
January 6, 2011
I have to admit – I think the complexity issue revolves VERY much around your player’s play-style.
Take one of my Players I’ll call “Max” – Max loves to have choices, he’s the guy swinging from the side of the ropebridge in order to swing up behind the enemy. He’s the guy that always wants dramatic moves, wants to leap the monster or attack the dragon from above. He THRIVES on options.
And he loves 4e with a passion of a thousand burning sharks. The choices make him giggle, the things he has done to me as a DM have made me cry. He loves tactics and loves the choices.
In fact, he’s horrified by Essentials. “They don’t have choices!” he cries. He is worried that the old classes won’t have new choices created for them. And the idea of making him play an Essentials class is the furthest thing from my mind. He’d be furious at me.
Now take another player I have – We’ll call him “Buddy” – Buddy likes to hack, slash and not think that much. Often his character calls out “Uh, wadda ya think I should do?” He’s the lovable dumb human fighter in reality. He tried to play a mage once in 3.0 and 3.5… lets just say he was miserable the entire time. He never felt he was helping, he always would say three rounds later “Oh, I totally forgot I could do *insert awesome fight-saving thing*” With 4e, he chooses powers that are simple – classes that are basic, not complicated. He loves it. Essentials makes him giggle – he loves the idea – and I love the fact he can play one of the characters if he likes.
Truly, “complexity of play” can be something the players actually do want. And for the first time with 4e (especially adding Essentials to the mix) you can have as easy or complicated a character as a player.
What I find TOTALLY hilarious? When as the DM, I chose to change a campaign in mid-swing to 4e from 3.5? I had two players quit. Reason? There wasn’t as many options in 4e. It was too simple. 😉
Each player has his style – 4e as it stands now, with the addition of the Essentials characters, can be as easy or as complicated for the player as the PLAYER wants it to be 😉
MJ Harnish
January 7, 2011
Look at your group’s desire to try something new as an opportunity, not a set back: GMing something different not only will further hone your skills but you might just discover there are other games out there that you like as much, if not better, than D&D.
Fabio Milito Pagliara
January 7, 2011
indeed 4th edition is a grand experiment for getting dnd forward….
sadly it kept some 3rd edition kludge
my pet peeve are
stat dependency
item dependency
I want bonus to be based on class and level and I want not a big difference between a 18 and a 11 str fighter (at most +3… at most), I don’t want serial magic items there should not be +1/+2/+3 items, just “special” and very rare item that give you an edge but not a direct one (e.g. Sword of the 7 seas: this sword can best any magical resistence -e.g. hit even creature hit only by magic-, can float into water, can trasform into a boat and never rust! not +5 to hit and damage!)
and race, please just powers not bonus to stat
Sword, DM
January 7, 2011
I completely see where you’re coming from here. The mentality of “The Fighter should be more complex than just swinging his weapon,” is so incredibly present that everything looks, acts, and feels the same. The way my group responded, though, was to push that complexity burden back onto me. I’m constantly digging through the Compendium for the latest wording to give my verdict on how certain powers & magic items operate, alleviating that burden from them. And this works for us; it makes things easier on them, and it gives me a lot of the on-the-fly judgments to make that are more or less absent in 4e.
mbeacom
January 7, 2011
SwordDM makes a good point. I’ve found that those on-the-fly judgments often make the game that much better. I encourage my players to do things, both in combat and out, that are not statted anywhere on their character sheet. I’ll find the check that applies, or if it’s awesome enough, I’ll find a way to quasi-allow/handwave it, usually, I say something like, “yes, with your skillset, that would definitely work, no roll is needed”.
I like my players to think like their character would and if the PC SHOULD be able to do something, then I might make them roll, but it will be with an easy DC and if they fail, they may actually succeed, but there will be some funny/exciting/challenging consequence rather than flatout failure.
Brian
May 12, 2011
Forgive me if this has been said before, as I have not read the comments.
The complexity you have left for your players is your doing as a DM. If they are getting frustrated at the enormous mounds of books they have to sift through, maybe you should be thinning that mound.
As DM, you have the power to say, “Hey guys. There’s too much here. Keep your selections limited to these books.” As an example: maybe a campaign setting book doesn’t quite fit your world. Cut out all material from that book as the feats and powers would be scaled/geared towards that setting.
That’s how I handled 3e and 3.5e. Too many extra books meant options that seemed overpowered, or someone with a book specific to his character’s class had wacky feats and options that people who didn’t have their respective books couldn’t keep up with. And me, the DM, unable to keep tabs on who can do what, or what traps and monsters were useless because of “Obscure special rule X”.
Maybe that would help alot of people out there.
benensky
January 15, 2012
It is too late but next time you may want to mix more roll playing, puzzles and skill challenges into the game. I do not think it is the rules but the adventures. Most 4E games are run with battle encounter after battle encounter which can be a grind. Many of the adventures are written with the roll playing as a bridge between battle encounters. My group was starting to feel the grind and then I thought about doing something different as I had heard on a real play podcast or read in a blog.
I ran a series of encounters that the first encounter required solving a puzzle. The second encounter was a skil challengege while they were hallucinating. Let me explain. They walked into a room with hallucinationon gas that smelled like roses. There was a set of doors at the opposite end of the room that would not open but had no locks on them. I had the characters roll and add their constitution modifier. The upper half got cards saying “You enjoy the smell of roses and feel relaxed and refreshed.” The lower half got cards that represented hallucinations like, “A spirit appears to you and tells you are the chosen from your group. It instructs you to cut off your hair and burn it as an offering to the god. This will please the god and allow all who offered there hair to pass.” I also instructed the group they must stay in character and there is to be not telling the others what is on your card and no meta talk. It was a skill challenge. I told them any or no skills could be required. They did stay in character and had fun trying to do goofy things like convince the others to cut off there hair and burn it. Finally, one of the sane members of the party found the secret door “that had such fine dwarven construction that an elf could nonormallyly detect.” There was an other puzzle in the next room.
Not one battle in the three encounters to get the helm but the group loved it and is looking forward to the next game session. I am glad I have reinvigorated the group and I hope you or other 4E DMs can use my experience to help your game also.
lancel sac
July 13, 2013
C?té “in”, ?a piaffe, ?a bavarde, ?a babille. Il est 21 heures passées, en ce chaud samedi de juillet, et la foule attend de un sort à Par les villages, de Peter Handke, le premier spectacle joué cette année dans la Cour d’honneur. Surprise : un micro est disposé sur la scène, un homme demande l’attention du public, l’obtient. D’une voix calme et posée, le comédien lit un texte signé de quatre syndicats – la CGT Spectacle, le Syndeac (thé?tre), Profedim (musique) et la Cipac ( plastiques).
louis vuitton
July 13, 2013
Tu travailles beaucoup ta technique?de lancer de saucisson??
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June 26, 2014
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