Showing posts with label cookie cutter. Show all posts
Showing posts with label cookie cutter. Show all posts

Monday, April 13, 2009

So you wanna play an Arcane Archer

Normally I don't pay a lot of attention to the "Character Concept" articles in Dragon, but the one from Issue #374 provides a perfect example of the one thing that robs the enjoyment from 4E.

The Arcane Archer.

Anyone who played 3rd edition is probably familiar with the Arcane Archer. It was a nice little prestige class from the DMG that was most likely overshadowed and forgotten under the deluge of later releases. Of all the prestige classes the Arcane Archer and Shadow Adept are the two that I'd most like to see as classes in 4E. Since we're going to get so many classes anyways, why not port some of the better Prestige Classes?

In the meantime this Character Concepts article offers up a way to build a makeshift version. All well and good so far.

If you are thinking at all like I was, you naturally assumed that they'd start with a Ranger. The author, Matthew Sernett, does indeed address that assumption. "When it comes to archery, no class holds a candle to the ranger, but the ranger doesn't have much that seems like magic in terms of ranged attacks."

Okay. Agreed. So what do you suggest Matthew?

"Fortunately, Arcane Power provides the bard with a number of ranged weapon powers that hit the target."

What? The bard? Are you fucking kidding me?

This is precisely why the prospect of my gaming group sticking with 4E fills me with such loathing and dread. The whole I have character concept "x" but the only way I can come close to doing it is through some half-ass compromise. I might not want to play a bard but if I want my Arcane Archer, well... I've gotta suck it up because there's no other way to do it.

And it's not a question of whether the bard class is "better" than the ranger class. It's about options and choice and imagination. You know. The parts of DnD that are far more important than streamlined combat rules. The parts that make the game fun.

Say I want to play a rogue or stealthy type who likes to coerce enemies into following him around the battlefield. A taunting type with a splash of swashbuckling. In 3.5 I'd probably start with a rogue or bard and then work in some fighter levels for the feats. Easy peasy and fun.

In 4E this character probably needs to be able to "mark" so... what? A paladin multiclassed with bard? I honestly don't know. So I guess I'll shelve that concept and just cookie cutter myself a generic rogue or fighter or whatever. What difference does it make? Really?

Honestly, I could probably roll a die to generate a class, slap on a name, and start playing. If I want to put some thought into it I need to forget about the class name and focus on the powers it offers. It's the menu of powers that are important. So what if being a paladin makes absolutely no sense for my character concept. I mean, it's not like there's room for any sort of character development. God forbid that I should try to develop a backstory and personality for my character. Picking a name is about the limit of creativity allowed in 4E.

But I suppose that if we jump straight into combat it'll be fun. Right?

Monday, March 30, 2009

Playing your own character

Hot on the heels of Griff's last two posts, I'll mention that I've been playing with the Character Builder a lot lately, getting to know the different classes out there. I find that this is a lot easier than trying to read through thirty levels of powers for a class, where they all blur together...

To test out the Builder, I took all of my various 3.5 characters over the years, and attempted to recreate them in 4e. It should be noted that, while I might complain about the lack of choice in 4e, I very rarely multiclassed in 3.5, not counting prestige classes. I thought that this might have made these recreations a little easier.

I started this experiment after reading the article on the Shadar Kai in Dragon #372, where they also provided some feats specific to the spiked chain. This brought to mind my 3.5 character Placide DeMorgan, and I thought I'd give a spin recreating him.

This was actually a lot of fun, and quite the challenge. The idea of Placide was that he had reach, and that he could Trip and Disarm well. Trip and Disarm are no longer general attack types in 4e, so my goal was to take any power that came along that provided "...and target falls prone" or any mention of disarming. Then I decided that anything that might grab a target would fit in with the concept (wrapping them around with the chain), and, if none of these choices was available, I'd go for the idea of a sweeping attack, such as a close burst smack-everyone-around-you attack. And if all else failed, I'd take a power that provided a slide or pull effect, as Placide tugs his opponents around the battlefield.

But it was tough! There were many choices of powers that fit with this idea. It also "helped" that, with the right choice of feats, the spiked chain was considered a flail, a two-handed weapon, two weapons, an off-hand weapon, a light blade, a double weapon, and reach weapon, which meant that any powers that offered up bonuses to use of such a weapon became appealing.

To level Placide through level 30 probably took two hours, on and off, of flipping back and forth between power descriptions and even feat descriptions. It was probably the most engaging character I've made in 4e.


On the heels of such a success, I tried to make Raven, my Druid/Shifter (and by far my favorite 3.5 character to play). Not having the Shifter prestige class was going to be a blow, but because the beast form was such a large part of the 4e druid, my idea was to focus on powers and feats that would allow 4e Raven to remain in beast form and be at her most powerful, with little regard to her human form. Also, going with the more feral build, I was going to avoid taking any powers that did energy damage, staying instead with claws, teeth and primal savagery.

Well I was successful, I suppose, in that I made a 30th level druid. But it wasn't nearly as fun, or interesting, or engaging, as making the fighter. I kept thinking that I wished I could have a little bit of a Rage effect, to really let the primal nature take over, or some stealthy creeping beast form to then sneak attack with -- but of course, I can't multiclass barbarian or rogue here. While I was able to apply my build "rules" and choose from my options easily, I ended up whipping through the 30 levels without really noticing it, without much thought.

You might be thinking, then, that it's my fault for coming up with this restrictive build, that made this character easy and uninteresting to make. But this is my point. I summarized this feeling to one of our group on Saturday night: that 3.5 allowed you to come up with some completely-custom idea for a character -- a stabby, lightning-casting, gnome who's good at tripping and throwing hammers -- and you could find a combination of classes, feats, spells and equipment to realize you very specific character concept. In 4e, you can try to do this, but in the end, are given only a handful of choices, and you have to try and be creative based on those (or perhaps in spite of those).

I got lucky with building 4e Placide, because there were lots of feats and powers that accentuated the idea behind him. But not so much with Raven. And perhaps the next book or Dragon article will give me the flexibility I need -- even 3.5 didn't have every bit of content available in the beginning -- but generally new content in 4e is for the new race or new class, not something that gets added to an existing class. Feats, sure, are available to most characters, but powers are always tied to a specific class. And if I can't take that power, then let me take that class *at any level I decide to*.

As Griff just mentioned, the Paragon Paths are helping to provide a few extra branches to the thin evergreens of the class progressions, but even those are limited, and the Epic Destinies are, as Griff believes, a bit limited.


Today I just tried another remake, this time recreating the ever-doomed Ish'us'q. Had Ish'us'q seen more years in 3.5, he would have focused on DR, SR and regeneration, likely going down the path of the forsaker. In 4e, I decided to build him similarly to the Dungeons & Dragons Online version of him, with heavy concentration on raging, a falchion, and taking out multiple foes at once. There are various powers that focus on raging, and when there wasn't one available, a close burst power was usually available. The choices were there, and I got my character, but, as with Raven, it just wasn't very satisfying. There's my barbarian, all made up and ready for 30 levels... but apart from the initial "choice" of my theme, it was a no-brainer at all 29 level-ups. The glimmer of hope I had for 4e character creation that I had when making Placide still wasn't recreated.


I'm not done yet -- I've got more classes to try out in the builder, both old and new. But instead of coming up with a theme and then sitting down to realize it on a character sheet, I will be browsing through the powers of my chosen class, and trying to come up something interesting, to stand out from the others.

What colour do you want your Ford Model T in?

Friday, January 9, 2009

Save vs Negativity Failed

Long time, no blog.

My lack of posting isn’t from a dearth of material to look at. There’s plenty for me to go over (at least when I get the chance to read through Crwth’s digital Dragon magazines) so I’m sure I could pick up a topic or two if I took the time to read it all. The holidays make for a handy scapegoat in the gap in writing but in all honesty I had plenty of time to make up a post.

Case in point. I’ve had the following saved on my computer since late November or early December. I could have posted it at just about any time but hesitated for one big reason. I’m tired of being so negative all the time.

Honestly. I want to like 4e because at it’s core it’s still DnD, it’s still the game that I’ve loved since I rolled up my first dwarven ranger in 1984.

I want to find and focus on the gems of the game. Things like the monsters and encounters. The design of those two areas is greatly improved. I like the rules on disease, poison, and traps. Those rules have been improved over 3.5 by leaps and bounds. I like the emphasis on terrain. The skill system is another tweak that I really approve of. I’ve even grown to like the roles. There are lots of other things that I like that I aren’t coming to mind at the moment, so suffice to say that overall 4E is a good game.

Actually, more accurately, I still have a lot of fun when playing DnD. Is that fun a result of the rule set? No. Absolutely not. Definitely and emphatically no.

The fun comes from our DM ‘s ability to spin a tale and run the game with a nice pace. It’s fun because of my friends. It’s fun because of the off track tangents that inevitably veer us away from the game. It’s fun because of the mom jokes and the pop culture references and Simpsons quotes.

If anything, there’s just one small trifling detail that holds my weekly gaming back in terms of pure enjoyment.

The classes.

I hate them.

Seriously. They bore me. To tears.

I’ve been trying to leave this poor dead horse alone but the classes are all just so cookie cutter. The names of the powers and abilities are all different but the core of their effects are all the same. Some classes lean more heavily on one type of power but everyone seems to have a the same generic options. The extra feats don’t add any spice to the mix. It’s just more salt in an already salty soup. Spellcasters are so dumbed down they are beyond the point of banality.

Even the release of some new classes has done nothing for me. The Swordmage in the FRPG is interesting but barely different from the sword wielding wizard I’m currently playing. The sneak peek at the upcoming Barbarian was ho hum. Do I dare hold out hope for the PHB2?

Sure, there’s no more mindlessly hacking away with sword or axe. Instead we mindlessly flail away with “Holy Smites”, “Twin Strikes”, and “Scorching Blasts”. Whee.

Sure, there’s no more accidentally nerfing your character by multiclassing or missing out on a pre-requisite for a feat. Instead there is no multiclassing, and if you miss a feat, take it next level. Or “retrain”.

Leveling up used to be the penultimate in excitement as all new paths and options opened up. Now it’s just a matter of changing some numbers on the character sheet. The only reason I even bother with bugging our DM about leveling up is for the running joke.

The bottom line is it’s still nice to get out of the house and do some gaming with my friends. It’s just that I’d be just as happy if we were to play d20 Modern or VtM or just about any other RPG out there. The only thing that currently keeps me with DnD is the familiarity factor. That and the high fantasy setting of battling monsters with sword and spell. Other than that avenue of escapism, 4th edition has nothing to hold my interest.

Wednesday, March 19, 2008

And then... the low notes.

In a way I'm glad that I read the Races & Classes book before Worlds & Monsters because the latter left me feeling pretty good about 4th edition. Not that W&M was all sunshine and lollipops. I have some reservations about how this "points of light in the darkness" theme will affect the Forgotten Realms setting.

That aside (and it really is a very minor worry) W&M went a long way towards rinsing the bad taste left behind by R&C.

Bad taste #1. The Tiefling as a core race.

I suppose the Drow isn't "l33t enuf" anymore. Or maybe they've been nerfed so badly in 4e that the kidz won't want to play their Drizz't clones anymore.

Great!

Only, instead of letting it fade away like THAC0, they give us a new "dark and brooding" race with questionable morals. Wheee!

Then there was Bad taste #2. The Warlock.

Just in case a dark brooding race with an evil streak isn't enough there is now a core class to play. Yahoo.

To be fair I need to wait to see the Sorcerer class before crapping all over the Warlock. Maybe those two classes can live along side one another without any reduncy. I mean, the Sorcerer and Wizard haven't spawned any debate. And with my weakness for infernal flavored characters it's only a matter of time before I'll end up playing a tiefling. So I can't be too hypocritical in my criticism.

I just see the Warlock and Tiefling as another step toward the cookie cutter character. Here's your sheet, already filled in with everything except the name. Plug that in, pick your talent tree and build (brooding arcane striker or apathetic rockstar) and you're off. Huzz...blah.