4e thoughts so far – the downsides

The PCs in my ongoing Company of Heroes D&D4e game just hit third level, and I’m growing more comfortable with the system. As expected, the tactical side of play works very well, and encounters do usually hit the sweet spot where the players are nearly-but-not-quite overwhelmed. The little I’ve written for it was also great fun, but anything’s better than calculating skill points for 16th level 3rd edition NPCs.

I do have a few concerns, though.

Generic power names: Back when I was regularly running 3e, I could remember what nearly ever basic spell did, and could guess at the rest. I’m not sure if I’ll ever reach the same level of mastery when it comes to powers. Spells have memorable names that generally describe the effect of the spell, and those effects are varied enough to be distinct. Powers, especially Martial ones, are dozens of variations on Adjective Strike and Coolname Cut.  The D&D namespace has expanded greatly, and it’s confusing to DM.

Itemisation is a pain: A player character can expect to pick up an item or two every level, so the Christmas tree effect is still present, where every character is bedecked in magic items. If you don’t get appropriate gear, you fall behind on that carefully balanced power curve, so the DM can’t just throw random items out there. (I’ll admit that my group enjoys optimisation, so they’re more sensitive than most to useless or subpar items.)

Every armour or weapon has a minor power, too, which makes tracking everything an added pain. Players can use the Character Builder software (of which more below), but I’ve ended up asking for item wishlists instead of going through the lists looking for suitable items. I do miss the days of random treasure. Few of the new items are especially cool, either. Compare the new Staff of Power to the old one.

The Character Builder Is Too Good: The character builder is fantastic. If you haven’t tried it, you should, but it’s also very restrictive. You can’t effectively add homebrew items or powers to it, so you’ve got a choice between sticking solely to WotC material for players or not using the character builder to the fullest. 

The Final Fantasy Effect: Combat feels very divorced from the rest of play. I know the game has moved away from simulationism, but it’s still jarring to flip between turn-based-minis play and what’s largely freeform roleplaying without much of a middle ground.

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2 Comments on "4e thoughts so far – the downsides"

  1. Woesinger
    10/06/2009 at 4:50 pm Permalink

    Combat feels very divorced from the rest of play. I know the game has moved away from simulationism, but it’s still jarring to flip between turn-based-minis play and what’s largely freeform roleplaying without much of a middle ground.

    Ha – I think I see your mistake: assuming 4e is a role-playing game.

    4e is only a roleplaying game in as much as you play the role of the component parts of a computer-based RPG.

  2. Tom O'Neill
    10/06/2009 at 11:33 pm Permalink

    (I’m one of the players). Specifically in regard to roleplaying in a new setting, it takes time to learn enough about the setting and the NPCs to really connect with it. The setup had us as strangers lacking ties to the locality, which also slows things down. This is independent of ruleset, I think.

    It is true that combat is a major component of D&D in any edition. We the player have avoided some potential combat encounters with the locals, trying to stay politically neutral while we learn the lie of the land. Some of the published material for 4e includes a skill challenge interleaved with combat.

    A lot of players have been conditioned to do things like shoot the BBEG as he begins his monologue. Weaning people off this knee-jerk reaction is a matter of trust and training.

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