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Posts tagged ‘playtesting 4th edition’

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4th Edition - Dungeon Master's GuideRunning low-level combat encounters in 4th Edition is considerably more complicated than in previous edtiions. I would roughly estimate the level of complexity as being equivalent to a difficult 15th level encounter in 3rd Edition.

In my experience, there are three factors which determine how complicated an encounter is to run: The number of abilities the monsters have, keeping track of hit points, and making stat-block adjustments as a result of buff and buff-like effects.

MONSTER ABILITIES: In 3rd Edition, high-level creatures frequently featured many different abilities. Part of the complexity of running encounters was knowing what these abilities were and how they could be used to best effect. Part of mastering the system meant learning how to quickly discriminate between the abilities which were combat-relevant and which weren’t, and revised stat blocks helped make that distinction clearer.

In 4th Edition, the designers intentionally stripped monsters of their non-combat abilities and worked to reduce the number of combat-relevant abilities, as well. Their theory, as expressed by David Noonan, was 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.”

Their logic was fundamentally flawed when it came to 3rd Edition, for reasons which I’ll only briefly summarize here: First, it ignores the fact that you’ll frequently meet the same type of monster more than once (in which case having some variety in what the monster can do is valuable). Second, it ignores the fact that monsters need to be able to react to the unexpected actions of the PCs (in which case having a wider array of tactical options is valuable). Finally, and most importantly, it neglects to consider that D&D is supposed to be a roleplaying game, not a tactical miniatures game. In a roleplaying game, even if you’re fighting, the reasons why you’re fighting are frequently important.

(As I’ve written before: “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.”)

All of these flaws in WotC’s reasoning remain equally valid when it comes to 4th Edition, but we can also add another one to he batch: Due to the “padded sumo wrestling” nature of the system, monsters in 4th Edition tend to have lifespans much longer than 5 rounds. Since their tactical options have been limited, 4th Edition monsters tend to do the same couple of things over and over again — they don’t have any other choice, after all. This is not only the result of the “padded sumo wrestling” combat, but also contributes to it by making the longer combats boring.

These problems with WotC’s design ethos, however, are relatively tangential to the issue at hand: Reducing the complexity of running combat. Reducing the number of abilties a monster has would, in fact, accomplish that… if the number of monsters in each encounter were the same.

But they aren’t. Not only is 4th Edition designed to have more monsters in a single encounter, but the system is specifically designed with the expectation that you will have a greater variety of monsters in each encounter. In 3rd Edition you might have a battle with 8 ogres, but they’d all have the same abilities. In 4th Edition you might have a battle with 8 ogres, but they’ll have five different stat blocks.

For example, demons and devils are generally agreed to be the most complicated 3rd Edition monsters to use in an encounter. A horned devil in 3rd Edition is a CR 15 encounter. They have roughly 14 abilities that could be used during combat (if you count both their different attacks and non-combat abilities which are relatively easy to ignore; in practice the effective number of abilities you need to keep track of is considerably lower).

Encounter A3 in Keep on the Shadowfell features 5 different types of kobolds who have, between them, 12 different abilities that could be used during combat. (And that’s not counting their different attacks, which — in an apples-to-apples comparison — would increase the number of abilities to 18.)

Making things even more difficult is that many abilities in 4th Edition are immediate actions: They take place during other characters’ turns. In 3rd Edition most creature abilities can only be used on the combatant’s own turn — which means that simply taking a few moments to look over a monster’s stat block on their turn was generally effective. But in 4th Edition it’s not enough to simply be able to quickly parse a stat block, you pretty much have to keep a large number of abilities in your head at all times so that your monster’s can take advantage of the triggers for their actions as they occur.

TRACKING HIT POINTS: One effect of the minion rules is to eliminate the number of monsters the DM needs to track hit points for (since any hit kills a minion). This is fine as far as it goes, but — once again — 4th Edition encounters are generally designed around larger groups of monsters. Which means, in practice, it appears that you’ll have just as many hit point totals to keep track of.

For example, looking at the first few encounters in Keep on the Shadowfell we find in the first encounter three creatures; in A1 five creatures; in A2 three creatures; in A3 seven creatures; and in A4 four creatures that need to have hit point totals tracked.

BUFFS: One of the things I hear people claiming is that there aren’t as many buffs in 4th Edition. This is not actually true. It’s true that there are fewer “permanent” buffs (in the form of equipment giving flat bonuses, for example) and it’s also true that there are fewer buffs to ability scores and the like.

But short-term bonuses and penalties? They’re all over the damn place. And, to make matters worse, they’re largely situational bonuses — by which I mean that you get things like a +1 for each ally adjacent to your target; -2 for being marked; +1 to a particular skill check if you’re within 5 squares of one character; -2 to a different skill check if you’re within 6 squares of another one. Marks just add to the laundry list of such abilities.

These situational buffs are the worst type of buff when it comes to adding complexity to battle. Permanent buffs from equipment, for example, are calculated into a stat block at character creation. And for oft-used buffs (like a barbarian’s rage or always casting bull’s strength on the fighter before a big battle), there are tricks and work-arounds (like prepping a second character sheet or stat block).

But for situational buffs you pretty much have to keep on your toes. You have to both (a) remember that the situational buff exists and (b) make frequent on-the-fly adjustments to multiple stat blocks as the buffs come and go (or move around).

THE BOTTOM LINE: I was always fairly comfortable with the level of complexity you’d find in high-level 3rd Edition encounters. It took a certain degree of system mastery, certainly, but it’s a level of system mastery that flowed pretty naturally into my blood the first time I ran a group from 1st to 20th.

So, for the most part, 4th Edition combat looks just fine to me. But if you’re someone who disliked the complexity of high level 3rd Edition encounters, you should be warned that this is par for the course in 4th Edition.

I’ll also say that I have little confidence that I would ever get to a point where I would be able to run 4th Edition encounters flawlessly. The multitude of situational buffs and marks are something that I’m likely to get more right than wrong, but I suspect there’ll always be something getting overlooked at some point during a session.

THE GOOD NEWS: I can’t vouch for this through playtesting, but it looks like this level of complexity stays pretty constant from 1st level to 30th level in 4th Edition. Like many things in the system, if they’ve hit your sweet spot then you’re going to be fairly happy for the duration. But if they’ve missed your sweet spot — or if you had many different sweet spots (and liked the variety of having different styles of gameplay) — then 4th Edition is going to be continuously problematic.

Continued…

4th Edition - Player's HandbookIt seems crazy to say this, but I’ve been talking about Keep on the Shadowfell since May. That’s a lot of time to dedicate to a single adventure. But, of course, a lot of this time has also been spent reading, analyzing, playing, and talking about the 4th Edition ruleset.

This essay is going to be about my playtesting of 4th Edition. Understanding these comments may require a little bit of context, however. So let’s start with that.

When 4th Edition was first announced in August 2007, I posted some Thoughts on 4th Edition. These primarily consisted of three points: (1) What WotC says about a new edition and what a new edition actually does are frequently two completely different things. (2) The design ethos being espoused at WotC did not fill me with confidence. (3) I wasn’t going to draw any conclusions until I actually had the rules in my hands.

In May of this year I wrote a series of essays on Dissociated Mechanics. These essays were written before 4th Edition was released, but provided a detailed dissection and analysis of what I still believe to be a serious flaw in the design ethos at WotC.

After the rulebooks were released, I revisited the subject of Skill Challenges. I was over-hasty in my reading of certain rules, but also far too forgiving in others (check the comment thread attached to that post).

If you’ve looked through some of this material, it will be clear that I had some serious reservations about 4th Edition. But I was also determined to approach the new system with an open mind. Ultimately you can talk a game to death, but it lives or dies in the playtest.

My initial intention was to take Keep on the Shadowfell and use the Quick Start Rules to play 4th Edition right out of the box — just as the designers intended it. I had high expectations that, with Mike Mearls and Bruce Cordell writing it, I would be able to just pick up the adventure and run it. Unfortunately, my first impressions of the module left me fairly disenchanted, and the 12-part series of remix essays should give some idea of the amount of work I had to put into the module before I felt comfortable running it.

Eventually, however, I was ready to go. And I have now run two separate playtests of the module: One for a group of experienced D&D players (my regular group) and another for a group of newbies (some of whom had never played an RPG before).

So let’s talk about my first reactions to playing 4th Edition.

COMBAT

Combat is the highlight of the game. It is interesting and dynamic. I was surprised, however, at the lack of a paradigm shift. Although the mechanics have been thoroughly shuffled, combats still largely play out the same way they did in previous editions.

One of the things promised in the preview material and hype, for example, was greater mobility in combat. But mobility has not noticeably increased at my gaming table. Some people claim that full-attacks resulted in 3rd Edition combats where people stood around and beat on each other, but that was never my experience: It was the desire to avoid attacks of opportunity that tended to lock opponents together (although this never stopped people from doing a lot of maneuvering at a small scale). Opportunity attacks are still in the game and, predictably, people are still trying to avoid them. And once you add marks into the mix, combat had a tendency to become less mobile, not more mobile.

The other major change that was promised was the ability to run combats involving large numbers of NPCs. But, personally, I’ve been running combats involving large numbers of NPCs for 20 years now. We did see a greater ability to run such encounters as 1st level characters, but that has more to do with 1st level characters playing more like 3rd level characters from previous editions than anything about the combat system.

PADDED SUMO WRESTLERS: There were also suggestions being made that combat in 4th Edition was going to be considerably faster. Even accounting for the slow-downs associated with acclimating to a new system, this was not our experience. Even basic encounters were chewing up huge chunks of time.

One of the primary reasons for this is that combats now resemble what I saw one person describing online as an “all-out brawl between heavily padded sumo wrestlers”. The number of hit points has been significantly increased and the expected damage output of the PCs has been significantly reduced.

The result was that we were very quickly seeing combats that had outlasted their welcome and degraded into “I hit him”, “I hit him again”, “I hit him again”, “I hit him again”, “… he’s still not dead? I hit him again”.

This problem appears to become exacerbated at higher levels.

MINIONS: My players were not impressed with the “prick ’em and they die” aspect of minions. They liked the target-rich environment, but the fact that they didn’t have to roll for damage made it feel as if they were never actually getting to land their blows.

They were also annoyed by the dissociated nature of the minion mechanics, which I found surprising because: (1) I wasn’t, and dissociated mechanics are probably my biggest problem with 4th Edition. And (2) It came from an unexpected direction. It wasn’t the fact that they only had 1 hp that yanked them out of the game world, it was the “never take damage on a miss” clause. This meant that they were making meaningful tactical decisions about which abilities to use based on whether a given target was a minion or non-minion — they were either bothered by the fact that they were making tactical decisions that didn’t map to their characters’ perceptions; or they were bothered by the fact that their characters had some sort of minion-detector.

Unknown to my players at the time of our 4th Edition playtest, I’d actually been developing a different set of minions rules for Legends & Labyrinths. Based on their reactions to the 4th Edition system, I’m glad that I decided to take a different direction.

FORCED MOVEMENT: The one element of the combat system that did feel as if it was adding a meaningful new dynamic to the game were the forced movement mechanics. The ability to shove people around the field of battle without suffering the rather heavy penalty of an attack of opportunity did give some unique flavor to 4th Edition combat.

We have not found forced movement to be particularly revolutionary, but this is also something that might change at higher levels when forced movement starts being more than 1 square at a time. Hard to say. If nothing else, it certainly encourages me to think that removing the attacks of opportunity from Bull Rush and similar maneuvers in 3rd Edition wouldn’t be a bad idea.

LEARNING THE GAME WITH KOBOLDS: I feel that kobolds were a bad choice to use for the initial villains in 4th Edition’s introductory product. In 4th Edition characters can take a standard action, a move action, and a minor action each round. And, as a move action, characters can shift (move 1 square without provoking opportunity attacks).

Kobolds, however, have a racial ability (Shifty) that allows them to shift 1 square as a minor action.

Any villain will probably have some ability that “breaks” the general rules, but this one was particularly confusing because it made it quite difficult for players to distinguish the general rules for shifting. Both experienced and newbie players were frequently trying to perform shifts as minor actions, only to remember (or be reminded) that the kobolds could only do that because of a racial ability. (And this was despite the fact that I was playing with open stat-blocks to help the players figure out the mechanics.)

Continued…

PLAYTESTING 4th EDITION
Part 2: Running Combat
Part 3: Characters
Part 4: The Nova Cycle
Part 5: Dissociated Mechanics
Part 6: Skill Challenges
Part 7: Gutting Non-Combat
Part 8: Balance and Prep
Part 9: D&D is Dead, Long Live 4th Edition

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