Showing posts with label character concepts. Show all posts
Showing posts with label character concepts. Show all posts

Wednesday, November 25, 2009

The importance of setting

As it becomes more and more obvious that our group isn't going to stick with 4E I've started to look back at why it failed.

Maybe "failed" is the wrong word. I don't want to imply that it's some sort of sweeping failure like the Zune. There are certainly fans of the game out there, people who love it and have a lot of fun playing it. To each their own. I've never bought into the whole "edition war". Everyone should play whatever game they find to be fun. Whether that game is 4E, 3.5, AD&D, Gurps, WoD or whatever else. It makes no difference to me what you enjoy playing. I certainly don't expect you to switch after reading my half-assed opinions. The bottom line is that games should be fun and DnD 3.5 was fun for me.

But why isn't 4E fun for me?

At its very core it's not really different from any other version of DnD. You create a character with some stats and a class, and you battle monsters in a world of swords and magic.

The really fun stuff is in the roleplaying. In becoming that burly warrior or busty sorceress (whaddya mean they aren't all burly or busty?) and overcoming all obstacles on the way to a goal. Really, roleplaying is completely independent of any gaming system. You could roleplay in a game of Monopoly if you really wanted to.

So my problem must lie with the mechanics of the 4E system. After all, roleplaying in a good and engaging story is not the only aspect of DnD. A big chunk of every game night is spent in combat, and combat relies almost solely on the character sheet and the game mechanincs. So, where did 4E go wrong for me?

Rather than re-hash the gripes from my various posts here, I'll put them at the very bottom of the post. Those who care to, can read them there. Those who don't care, I'll spare you the agony of scrolling past them. You're welcome.

There is one thing that's not really part of the game mechanics. In fact it's something that was almost totally within my own control. The game setting.

Granted, when 4E came out there was no official setting beyond a generic "points of light in the midst of darkness". Eberron was still there and unchanged. I guess. I never really got into Eberron as a setting. We knew that the Forgotten Realms were getting re-worked to better fit the new system. In hindsight, we could have simply continued to use the 3rd edition version of FR, if only for the names and dates. Instead we just gave a nod to the gray generic world and went with the standard storyhook in the first published module.

That was all well and good at the time, but here's that hindsight again, it really didn't do my character any favors. I never bothered to put any thought into his background. I just rolled him up and got swept away by the game mechanics. I was so blinded by making my storm themed warrior/mage work within the confines of the ruleset that I ignored the really important thing. His place within the world. His motivations. His hopes and hates. His family roots. In short, in my effort to create a unique character I ignored everything that makes a character truly unique.

So really, 4E was hamstrung from the start because I forgot about the most important part of the game. The roleplaying. I didn't invest in his background and so I never invested in him. At least, not in any meaningful way beyond making a set of stats and powers that worked for my concept.

Sorry about that 4E. Your failure is also my failure.

********

Here's that summation of my previous gripes as promised earlier.

Certainly in the very beginning I was turned off by the restrictive feeling of 4E. I always felt like the character I really wanted was either impossible or only vaguely realized after a series of roadblocks and compromises. That was somewhat fixed by the Hybrid rules, and the ongoing laxity in Implements seems to be improving. Give it a few more years and this might not be an issue at all.

Another peeve was with the powers. Not that it wasn't a novel idea or well done. It just wasn't executed quite right. I'm not even sure what that means but there's just... something... about the powers that bugs me. Maybe it's how they make all the classes feel like every other class, with only the overarching roles to really seperate one character from another. Or maybe it's just in the numbers of them you get. For the first 5 levels I definitely felt like I had a few interesting whammies but used my lame At-wills ninety percent of the time. That's not so bad at the Paragon level where the number of Encounter powers means that At-wills only become repetitious in the longest battles. Still, it made the first half of the Heroic level so boring that it was all but unplayable for me.

The neutering of Feats and Magic Items has also bothered me. Maybe I'm just too stubborn to let go of them, but I miss the days when feats and magic items meant something. Something more than a piddly bonus to a power or an extra healing surge. I want magic items that can be pulled out at the last moment and turn disaster into triumph. Feats that give a character a distinct flavor and make him something more than just-another-fighter.

There are a lot of good things about the 4E system too. I'm a big fan of how traps, disease, and poison are handled. I also like that monsters aren't handcuffed to the same rules as player characters. That makes encounter design easy and gives the DM more room to tailor battles however he/she sees fit.

Monday, July 6, 2009

Hybrid Experience, a little more

Had a good gaming session on Saturday night so I can add a few thoughts on the Hybrid rules.

For starters I can honestly say that my hybrid fighter/wizard is very close to the actual concept I had for my character. That is, a proud Dragonborn warrior with a talent for magic. The bookish aspect of the wizard class is the only thing that still doesn't fit, and it irks me because the class otherwise fits nicely. At least in terms of the powers it gives me access to.

Speaking of which, I've abandoned the Controller role that the wizard is supposed to fill. I suppose my Thunderwave power can still be used to push enemies around but otherwise I don't have anything that affects a mob. This could come back to haunt the party. Or it might be something I can correct as I get to pick new powers at future levels. Assuming that the new controlling power still fits with my storm concept.

The figher's combat challenge, when I remembered to use it, was nice in that I managed to keep a hobgoblin from attacking our rogue who was in a tough spot. Being able to "mark" an enemy wasn't the reason behind creating a fighter hybrid but it did come in handy.

I got a kick out of the Brute Strike daily that the fighter side gave me. The fact that it's "reliable" means that at some point in the day, I am going to hit someone for triple damage. I missed twice on Saturday night, but because it was never expended I'll get to keep trying until I roll something higher than a 5.

I am wondering if the wizard powers (and I suppose any others that target anything other than AC) are going to fall behind the curve, so to speak. In 3.5 I always hated how at the upper levels (15 plus) my spells were always saved against simply because the monster's save bonuses were way higher than my DC could ever be. It seems like 4E hasn't fixed that as my hybrid enjoys a +10 with his bastard sword but a mere +6 with his spells. Throw in some flanking or combat advantage and the discrepency widens.

While I understand that most enemies will have higher AC than the other defences, I'm worried that Reflex/Will/Fortitude defenses will outpace my Int+1/2 char level bonus.

As for the rest of the hybrid mechanics, I haven't seen any flaw in terms of HP etc... I can take a fair bit of abuse but no more than anyone else in the party. Seems like WotC hit a nice balance with their numbers.

Over all, I'm pretty happy with the hybrid character I have. Happy enough to keep him until 8th level, assuming I can keep him alive that long. At that point I'll probably switch back to a pure class like a swordmage and do another comparison.

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?

Thursday, July 31, 2008

Is there a light at the end of the tunnel?

I’m not totally sure but I think so. This Character Concepts gives me some hope.

For starters there are some very cool powers scattered around the PHB. Some of them enable a player to do things in 4e that 3rd edition or 3.5 couldn’t come close to emulating. There seems to be a nice assortment between damage dealing and attacking different defenses. Plus every class has something at higher levels that I can see producing that “wow” factor that’s been missing so far.

On the downside, it looks like the fun doesn’t really begin until the Paragon Tier. There are some nice things 10th level and lower but not much that I can get excited about. I mean, relative to my character’s level and the enemies we’ll be fighting, Fireball and Lightning Bolt are old standbyes for fun. But they’re a far cry from Elemental Maw or even Lightning Serpent (admittedly a 9th level Daily, so pre-Paragon. Still, 9th level before the first really cool power appears in the Wizard’s repetoire?).

I’m still disappointed in the watered down and restrictive multiclassing rules. As the author, Peter Shaefer writes “Paragon tier is when multiclassing comes into its own.” First off, I don’t want to wait 10 levels before that multiclassing feat I took starts to “come into its own.” Secondly, I really don’t see much of a payoff or a change in the character going all the way to the Epic Tier summary. The example characters still strike me as a basic warlock or fighter, with a smattering of powers pilfered from the second class(es).

I still intend to try out the multiclassing for myself, so my opinion of it might change in a year or two. For now I still feel like there’s no point in multiclassing, and that makes tailoring a character a distant dream.

Returning closer to the point of the article, I am heartened by the fact that thematic characters are easily done. Either of the two Schaefer gives as examples would be fun to play. Better yet, it makes me wonder what themes I’ll be able to come up with and experiment upon. Already I’m looking forward to developing my dragonborn wizard along the storm theme. With more books coming I eagerly await the new feats and powers.

What I’m not looking forward to, but might be forced into by the rules, is the whole swapping of powers thing. Again and again Schaefer has his examples swapping this power for that, and some times he switches back two levels later. Everytime I saw it I cringed. I mean, it makes no sense to me that one day my character can use Dread Star and the next she can’t. That’s like me suddenly forgetting how to drive but suddenly knowing how to fly a helicopter. To me, that stands out as the worst part of 4e. Unfortunately it’s clearly a fundamental basis of the whole set of rules.