The Alexandrian

Thoughts on 4th Edition

August 20th, 2007

Sorry for the long break between updates. I was going to get some stuff posted last week, but then the news about the 4th Edition of D&D hit and put me into something of a scramble. As I’ve mentioned a couple of times previously, Dream Machine Productions is getting ready to launch its third line of products with Rule Supplement 1: Mounted Combat. With the eminent release of 4th Edition only eight months away, however, the implementation of this product line becomes murkier: How much commercial interest is there really going to be in rule supplements to a game system that’s going to be defunct in less than a year?

So I’ve spent the last week considering my options, rearranging our productions schedule, and intermittently panicking. The final result of all this is that Dream Machine Productions will release the rule supplements on which meaningful design work has already taken place. This will definitely include:

Rule Supplement 1: Mounted Combat
Rule Supplement 2: Flight
Rule Supplement 3: Vehicles

It may also include Rule Supplement 4: Advanced Skills and (even more tentatively) Rule Supplement 5: Advanced Training. This will depend on how the first three perform in terms of sales. In any case, the release schedule for all of these supplements will be accelerated, with the last volume being released no later than October or November.

This means that other products will be pushed back in the development and release schedule. But I don’t see that I have much choice: Either this material gets released fast to capitalize on the remaining market for 3rd Edition crunch material or I write off all the work I’ve already done on it.

For those with zero interest in the Rule Supplements, don’t worry: Our release schedule over the next couple of months will still include City Supplements and Adventure Supplements.

After 4th Edition has been released, it’s my current intention to update the existing City Supplements and Adventure Supplements to the new edition. At the very least, this will mean free conversion notes posted to the Dream Machine website. What will happen with the Rule Supplements will be an open question and will depend largely on what 4th Edition looks like.

THOUGHTS ON 4th EDITION

D&D

So what are my thoughts on 4th Edition? Thoroughly mixed.

For example, here’s a teaser video that Wizards of the Coast posted to YouTube. The only message I take away from that video is that WotC’s Research & Development is of the opinion that they’ve spent the last 30 years making the game so complex that nobody wants to use the grapple rules any more, and with 4th Edition they’re going to make the rules even MORE complex, but it’ll be okay because everyone will have a laptop to help them run and play the game.

On the other hand, in various press briefings and the like, WotC has said that they plan to make the game “easier to use” and that the Saga Edition of Star Wars is a “major preview” of what they’re planning for 4th Edition.

So which direction are they actually going?

Well, it’s important to understand that WotC has now established a lengthy track record of lying through its teeth when it comes to the release and content of new editions. Back in February of this year, for example, they claimed that they had no plans for a new edition of D&D and that the earliest we could conceivably see it would be 2009. Well, now it turns out that they — even as they were saying that — they’d already been in development for 4th Edition for more than a year. And, before that, there were the false claims that the 3.5 revision of the rules would not be incompatible with the 3.0 rules.

The lie about the nature of the 3.5 revision contributed significantly to the d20 collapse: Third party producers continued their development cycles and local retailers continued stocking their products in good faith that they would not be rendered obsolete with the release of 3.5, only to be sand-bagged when the actual rules came out and did precisely that. I, personally, built a business plan which took into consideration WotC’s February statement regarding the non-imminent release of 4th Edition (and I’m sure many other third-party publishers did the same).

My point with all this is that, frankly, I’m not really going to expect anything in particular until we actually see the books in May of next year. Anything that’s said before then may not, in fact, have any resemblance to what actually happens.

With that being said, I already have two reasons to be skeptical of 4th Edition.

First, there’s Bill Slavicsek. Bill Slavicsek is now the head of RPG R&D at WotC. In my opinion, Slavicsek has never displayed anything but mediocrity in his game designs: He’s responsible for the infamously bad 5th Edition of Paranoia and clumsy non-entity of Alternity. He not only screwed up the original D20 version of Star Wars, but was responsible — as a result — for setting a very unfortunate precedent for how D20 games should be designed. He negated the primary benefit of using the same rule system (familiarity with the rules) by filling his design with a plethora of minor changes which didn’t accomplish much of anything except being different.

Slavicsek, to his credit, does try to pioneer innovative game mechanics. Take Torg, for example. But the result is often clumsy and in need of refinement, and I suspect this is because Slavicsek is not particularly good at figuring out what the actual consequences of a given mechanic are when he designs it. For example, he championed the VP/WP system. The VP/WP system not only increases bookkeeping and rule complexity to achieve a mediocre result, but the result it achieves (increased lethality) is actually exactly the opposite of what Slavicsek and his design team claimed that it achieved (cinematic battles).

So, I don’t have high expectations from any game that Slavicsek is responsible for.

On the other hand, Mike Mearls is the head developer for 4th Edition. Mearls is responsible for a slew of high quality D20 supplements and the generally excellent Iron Heroes.

Unfortunately, since Mearls started working at WotC, there are plenty of indications that he’s swallowed the Kool-Aid. Which leads to the other big strike 4th Edition has against it, in my opinion…

DESIGN ETHOS AT WIZARDS

The current design ethos which seems to be holding sway at WotC is radically out-of-step with my own tastes in game design and gameplay.

Take, for example, an article Mearls wrote on the rust monster as part of the “Design & Development” column at WotC’s website. Here we have a rust monster given an ability which corrodes, warps, and cracks metallic equipment and weapons. 10 minutes later, though, the metallic equipment and weapons are A-OK. They just repair themselves without any explanation.

This design is an example of the “per encounter” and “no long-term consequences, because long-term consequences aren’t fun” schools of thought which the WotC design department seem to be mired in at the moment. But the result is a cartoony game system: My characters no longer live in a world I can believe in. They live in a cartoony reality where actions don’t have long-term consequences and the grid-lines of the holodeck are clearly visible.

Another example from Mearls would be his blog post about skills from late last year, to which I have already written a response. I’m not saying that this skill system is one we’re likely to see in 4th Edition, but I am saying that it shows that Mearls’ design sense has radically altered since he designed Iron Heroes and The Book of Iron Might.

Let’s take a look at a recent quote from David Noonan: “Powers unique to the new monster are often better than spell-like abilities. At first glance, this principle seems counterintuitive. Isn’t it easier and more elegant to give a monster a tried-and-true power from the Player’s Handbook? On the surface, sure. But watch how it works at the table. The DM sees the spell-like entry, grabs a Player’s Handbook, flips through it to find the relevant spell, reads the relevant spell, decides whether to use it, then resumes the action. See where I’m going with this? That’s a far more cumbersome process than reading a specific monster ability that’s already in the stat block. Heck, the physical placement of one more open rulebook is a hassle for a lot of DMs.”

This quote is interesting to me, because it shows the type of wrong-headed logic skew that I see prevalent in a lot of the WotC design decisions of late. Basically the thought process here goes something like this:

STEP 1: A spell-like ability looks easy to use, since it’s a tried-and-true power from the PHB. But, in practice, the DM actually has to open up the PHB to see how the spell works. So instead of having all the information at their fingertips, they have to open up another book. And if the creature has multiple spell-like abilities, you’ve actually got to look at multiple page references in the PHB to figure out what the creature’s range of abilities is.

So far, so good. This is all absolutely true.

STEP 2: It would be easier if we put all the relevant information in the monster’s stat block, so that it’s right at the DM’s fingertips.

Right again. Some people might complain about “wasted space”, but I would love the utility of it. I have a similar reaction whenever I see “undead traits” in the stat block. You mean I have to flip back-and-forth through my copy of the MM to keep on top of this creature? It took me many months of DMing 3rd Edition before my undead stopped losing random abilities from that “undead traits” entry.

STEP 3: So they shouldn’t have spell-like abilities. Every creature should have a completely unique mechanic designed just for it.

… what the hell? How did you go skewing suddenly off to the side like that?

The problem is that Noonan is fallaciously conflating two types of utility:

(1) Spell-like abilities make it easier to use the rules because, as your familiarity with the rules for various spells grow, you will gain greater and greater mastery over a larger and larger swath of the ruleset.

(2) Putting all the information you need to run a creature in the creature’s stat block makes it easier to use the creature because all the information you need is immediately accessible (without needing to look in multiple places, which also ties up books you may need to be using to reference other information).

There’s no need to jettison utility #1 in order to achieve utility #2. The correct solution is to use spell-like abilities and list the information you need regarding the spell-like ability in the creature’s stat block.

(Which is not to say that a creature should never have a unique ability. There is no spell to model a hydra’s many-heads, for example. The point here isn’t to stifle creativity. The point is to avoid reinventing the wheel every time you want to build a car.)

We actually saw a similar logic-skew in Mearls’ treatment of the rust monster:

STEP 1: Rust monsters feature a save-or-die attack (and often you don’t even get a save). The only difference is that it targets equipment instead of characters. Save-or-die effects aren’t fun, because they simplify the tactical complexity of the game down to a crap shoot.

This is absolutely correct.

STEP 2: The rust monster should be able to attack, corrode, and destroy equipment (because that’s its schtick and it’s a memorable one) but it shouldn’t be a save-or-die effect.

Yup.

STEP 3: So we should keep the save-or-die attack, but make the armor miraculously un-rust and de-corrode after 10 minutes.

… and there they go again, skewing off towards the cliff’s edge.

(The correct answer here, by the way, is: “The rust monster will use the existing mechanics for attacking items. Because we want the rust monster’s ability to be frightening and unusual, we will allow it to bypass hardness. The damage will also be inflicted on metallic items used to attack the rust monster. Magic items are affected, but may make a saving throw to avoid the damage.”)

Let’s take another quote form Noonan: “Our underlying reason was pretty simple: We wanted our presentation of monsters to reflect how they’re actually used in D&D gameplay. A typical monster has a lifespan of five rounds. That means it basically does five things, ever, period, the end. (Forgive me if that seems like a totally obvious insight.) Too often, we designers want to give our intelligent, high-level monsters a bunch of spell-like abilities—if not a bunch of actual spellcaster levels. Giving a monster detect thoughts or telekinesis, for example, makes us feel like those monsters are magically in the minds of their minions and are making objects float across the room all the time. But they aren’t! Until the moment they interact with the PCs, they’re in a state of stasis. And five rounds later, they’re done.”

This is yet another logic skew at work. They correctly identified a problem (“when combat and non-combat abilities are mixed together in the stat block, it’s difficult to quickly find the combat abilities on-the-fly”) and simultaneously came up with two solutions:

1. We will have a new stat block that separates the combat information from the non-combat information. This will make it much easier to use the stat block during combat, and if it adds a little extra time outside of combat (when time pressure isn’t so severe) that’s OK. (You can see the logic behind this solution discussed, quite correctly, by James Wyatt in another column.)

2. We will get rid of all the non-combat abilities a monster has, since they’ll never have a chance to use them given their expected lifespan of 5 rounds.

Now, ignoring all the obvious problems in the second design philosophy, why do you even need to implement such a “solution” when you’ve already got solution #1 in place?

(In case the design problems in the second “solution” aren’t obvious, here’s another quote from David Noonan: “Unless the shaedling queen is sitting on a pile of eggs, it doesn’t matter how the shaedlings reproduce. The players will never ask, and the characters will never need to know.” What Noonan is ignoring there is that the reason the PCs might be encountering the shaedling queen in the first place is the pile of eggs.

If D&D were simply a skirmish game, Noonan would be right: You’d set up your miniatures and fight. And the reasons behind the fight would never become important. But D&D isn’t a skirmish game — it’s a roleplaying game. And it’s often the abilities that a creature has outside of combat which create the scenario. And not just the scenario which leads to combat with that particular creature, but scenarios which can lead to many different and interesting combats. Noonan, for example, dismisses the importance of detect thoughts allowing a demon to magically penetrate the minds of its minions. But it’s that very ability which may explain why the demon has all of these minions for the PCs to fight; which explains why the demon is able to blackmail the city councillor that the PCs are trying to help; and which allows the demon to turn the PCs’ closest friend into a traitor.

And, even more broadly, the assumption that detect thoughts will never be used when the PCs are around assumes that the PCs will never do anything with an NPC except try to hack their heads off.

One is forced to wonder how much the design team is playing D&D and how much the design team is playing the D&D Miniatures game.)

CONCLUDING THOUGHTS

All of this is not to say that I’m rejecting 4th Edition out of hand. There are certainly lots of interesting things coming out of the WotC design shop at the moment, too. And, like I say, there’s really no way to tell what 4th Edition will actually be like until we actually have it in our hands.

For example, I was really excited to read about racial levels — at every level you would gain not only class abilities, but racial abilties (making your choice of race more flavorful and meaningful). That sounds like a really nifty mechanic. Of course, later in that same essay they explain that they’ve backed a way off on that idea.

One of the things I would love to see fixed in 4th Edition is the amount of prep time for the DM. But it’s fairly clear that this is not going to actually be addressed in a direct fashion. For example, look at what they’re planning for classes: A multitude of decision points. This is great for the player, but it makes it ever more difficult to stat up NPCs quickly and on-the-fly for the DM.

People complained about having to spend skill points, but that’s always been easy to kludge: Pick a number of class skills equal to your class skill points per level + your Intelligence bonus and max out the ranks. I don’t see any way to kludge this type of level-by-level decision tree, however. You’re going to have to actually go through and make those decisions every time you stat up an NPC.

I suspect that everything WotC has to say about “easier to prep” and “easier to use” really means “look at the nifty online tools you have to pay a monthly subscription for”. Is that cynical? Maybe. And there seems to be a good chance these online tools won’t require the same subscription fee as D&D Insider access will. But, even then, this just brings me back around to my original point:

A game so complex I need to bring my laptop along to prep it and run it?

That doesn’t sound appealing to me at all.

4 Responses to “Thoughts on 4th Edition”

  1. Justin Alexander says:

    ARCHIVED HALOSCAN COMMENTS

    Justin Alexander
    Those are good points, Evan.

    And you’re right: Mearls’ mechanics are just fine. You could easily use those mechanics to represent, say, a monster who causes your armor to become chaotically unstable or incorporeal or ethereal — once the effect wears off, the natural order or corporeality or non-etherealness reasserts itself and the armor returns to normal. Makes perfect sense.

    And I also agree with you that the problem seems to be an increasing disconnect between the mechanics and what they’re supposed to modeling. I think it’s very important to have rules which are not only balanced but fun to use, but when that comes at the expense of rules which make sense (and don’t shatter my suspension of disbelief) you’re sacrificing another source of fun in order to get something mechanically interesting.

    As for the “ignoring the other guy” scenario, I’ve got a house rule for this:

    DISREGARD FLANKER: You can disregard attacks from an opponent flanking you. When you do, that opponent doesn’t get the +2 flanking bonus when attacking you and that opponent does not provide a flanking bonus to any of its allies. Ignoring a flanker, however, provokes an attack of opportunity from that flanker, and you lose your Dexterity bonus to Armor Class against that flanker. You do, however, continue to threaten that flanker. If the flanker is out of attacks of opportunity, you can ignore the flanker (and deny the flanking bonus) with impunity.
    You must make the decision to disregard a flanker as soon as the foe moves into a flanking position. You can change your decision as a free action on your turn. (You still have to disregard a flanker you can’t see.)

    Seems to work pretty well. 😉
    Tuesday, November 06, 2007, 2:41:02 AM


    Evan
    One conclusion I reached a while back is that WotC has an unfortunate tendency to concentrate on fine-tuning the mechanics, while the in-game representation of those mechanics is given cursory consideration at best. I think it’s revealing that they refer to mechanics as “crunch” and the game-world as “fluff.”

    That rust monster re-working is a classic case in point. Mearls’s mechanics are rock-solid; from a “crunch” point of view, it’s an excellent beastie. The problem is that his “fluff” is nonsensical. Rust does not miraculously evaporate after ten minutes! If it did, my car would be in much better shape than it is.

    Combined with the rigidness of the D&D ruleset, the result of this approach is that one often ends up with situations where the rules as written don’t make sense, but modifying them so they do make sense breaks the game. Consider flanking.

    DM: “The big, burly bandit takes up a position on one side of you, while his weaselly-looking friend moves to flank. The little guy sneak attacks you…”
    Player: “Hold up there. He’s sneak attacking me? How?”
    DM: “Well, you’re flanked. He’s taking advantage of your inability to look both ways.”
    Player: “Screw that! I turn my back on the big guy and concentrate on defending against the little guy.”
    DM: “You can’t do that. If you do that, the big guy will just chop your head off.”
    Player: “Hmm. Are you saying that anybody you can’t see can coup de grace you?”
    DM: “Er… well, I suppose…”
    Player: “Hey, wizard! Got any invisibility spells left?”

    The DM is pretty screwed here. The player’s arguments make perfect sense; but if the DM accedes to them, he must either allow the “turn your back on the fighter” tactic (which makes the rogue’s main combat ability worthless), or allow the “invisible coup de grace” tactic (which makes invisibility ungodly powerful). All because the designers didn’t really stop and think through what “flanking” means in the game world.

    What typically happens in a case like this, of course, is that the DM explains the balance issues, the player grumbles a bit, and everyone comes to a sort of gentlemen’s agreement not to think too hard about flanking. The bandit gets his sneak attack, the player eats the damage, and the game proceeds; but part of the players’ belief in the game world has just been sacrificed.

    And sometimes you do have to make these sacrifices. No ruleset is perfect, and situations like this will crop up in any game. But they crop up in D&D far too often for my taste.
    Wednesday, October 31, 2007, 9:18:47 AM


    Justin Alexander
    In general, I find that I spend a lot more time explaining why something is bad than I do explaining why something is good. Why? Because if I’m going to bad-mouth something, I figure I’d better explain why I’m bad-mouthing it. If, OTOH, I’m paying it a compliment, there seems to be much less need for explanation.

    For example, if you set me up on a blind date and then, later, ask em how it went, I might say:

    “It was great! We had a lot of fun together and we’re going to get together to catch a movie on Friday.”

    I don’t really need to go into an explanation of all the things I thought were really great about your friend.

    OTOH, if I say:

    “I had a horrible time. She’s not my type and she’s not a very nice person, either.”

    Then I’d better have some sort of explanation for why I dislike your friend, right?

    Similarly, in this essay, I mention a lot of things that make me view 4E in a positive light: Less prep time. Mike Mearls. The nifty stuff that’s been coming out of WotC’s design shop recently. Racial levels. (And now, several weeks later, I could add things like the wizard implements.)

    I also mention the stuff that makes me view 4E in a negative light: Bill Slavicsek and some of the design ethos currently in evidence at WotC. (And several weeks later I could also mention things like abandoning the traditional D&D cosmology, although that’s purely a matter of personal taste.)

    When I list it out like that, you can see that the positive and negative stuff is a lot more balanced than you make it out to be. But you’re right: I did spend a lot more time talking about why WotC’s design ethos is a bad design ethos than I did talking about the nifty stuff they’ve done recently.
    Thursday, September 27, 2007, 3:14:31 AM


    Tiago Rodrigues
    Your thoughts on 4th edition don’t seem thoroughly mixed as much as thoroughly bad. Basically you say that you dislike nearly every single developer on WotC, and the ones you *do* like probably just sold their souls like the rest.

    That being said, you bring up lots of very valid points, like the deal with Rust monsters — that sort of argument written on the Wizards board ought to be quite effective in generating a positive change. However, from where I’m reading, your “mixed” opinion on D&D is really as much a false advertisement as Wizards’ “we’re not working in 4e” spiel from February.

    I realise I may come off as harsh, and I apologise. However, I don’t think all the accusations you level at the complexity of 4e are fair, either; I personally think you’re making faulty assumptions about how NPC creation is going to work. I have nothing solid to prove it, though, as it seems those rules aren’t set in stone. However, the playtesters make do somehow…
    Wednesday, September 26, 2007, 11:29:20 AM


    ThomasinNY
    Thank you for the article! You did a great job of explaining why the 3rd edition problems don’t lead to the 4th edition solution, and especially where such solutions lead away from the strengths of D&D and roleplaying in general.
    Monday, September 10, 2007, 3:51:25 PM


    Rapa-nui
    Everything you posted about your 4e reservations are coherent, well-argued and probably true. The designers and developers at WotC – D&D devision, have their collective heads stuck up their collective ass. Their products suck, and they have sucked harder and harder with every splatbook released after the original 3e Core Rules.
    Friday, September 07, 2007, 11:57:54 PM


    Turanil
    Whow… Reading through this article, 4e looks even more of a piece of crap…
    Tuesday, September 04, 2007, 1:27:27 PM

  2. System Splicing: D&D 4th ed. | Gnome Stew says:

    […] are certainly a handful of issues with it, as there are really good articles analyzing the reasons why those issues were problematic. I can’t move forward to defend it on […]

  3. Lol says:

    How low IQ do you have to be to think 3.0 rules are incompatible with 3.5?

  4. Justin Alexander says:

    @Lol: The IQ score of WotC’s leadership in 2003 is just not that interesting to discuss in 2022.

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