The Needles: I Want My D&D

gim73

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One thing I have really started to hate is the tendency to go to weighted points based character generation. Icewind dale II was kind enough to make it an unweighted points based system, but that seems like an exception to the rule (also, it was a great game compared to some of the other crap).

Baldurs gate I and II were both based off of second edition rules, with a few things added in II from third edition, but it still was 2nd edition. Icewind dale and Torment were also second edition games.

Perhaps the majority of third edition games wouldn't be so bad if they didn't have horrible pathing and attack of opportunity issues. Then again, they had pretty crappy stories and I just couldn't get into them.
 

Grugendeal

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I want a new version of baldur's gate!! With al the main chars in it!! more romancing, youre own castle that you decorate with trophy's of beasts youve slain!!. choices that effects the world!!! I dont want te 3d crap if it looks like NWN If it loks like(that game totally sucks btw)If it looks like overlord or fable thats ok for me. And I dont want too choose my specialists!!! it must be set from the start its only confusing me and I always regret the choices I made even if I go through guides.

Goooo for the eyes boo go for the eyes!!!!!!!
 

unangbangkay

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gim73 said:
Perhaps the majority of third edition games wouldn't be so bad if they didn't have horrible pathing and attack of opportunity issues. Then again, they had pretty crappy stories and I just couldn't get into them.
Even Mask of the Betrayer?
 

Exavier126

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I completely agree with this article. I picked up the D&D books (3.5 edition), but I haven't dared to play it with all the rules I've read so far. For better or worse, they have managed to come up with a rule for everything you could possible do. This is good for those of us who want a regulated playing experience which allows them to play the game easily with people around the world, but it does take out the measure of creativity that many people seem to enjoy about the game.

On that note, I must ask people if they suggest 4.0 to mindless simpletons like me, who don't really need to know the weight distribution of the banana in my rucksack.
 

Razzle Bathbone

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I'm a bit confused about complaints that one or another edition of D&D emphasizes/de-emphasizes roleplaying or combat.

Fact is, the roleplaying/exploration/interaction/character development aspect of D&D has only undergone one (count 'em, ONE!) change through the entire 30+ year history of the game.

(note: the change occurred in 3.0, with the introduction of social skills (bluff, diplomacy, gather information, intimidate and sense motive). You use these skills to figure out what happens when a character tries to do something in a social situation, like trick somebody into thinking they're really their long-lost son or whatever. 4th edition kept all five of those skills, and you still use them pretty much the same way as before.

Other than that, the roleplaying aspects of D&D haven't changed since Basic.

The only thing that has changed is the combat mechanics. 4e makes those easier to learn than 3.x. In my opinion, it also makes your choices in combat more interesting and more fun. If this is because WotC stole good ideas from WoW, great! After all, WoW would never have existed without D&D. Cross-pollenation, folks. It's good for just about everything.
 

sly

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Archon said:
My problem with 3.5's prestige-multiclass system is that it went too far in enabling players to customize their characters beyond what the genre should support.
I guess the questions are, what is the genre supposed to support? And who is supposed to decide this? You? Should I only play the archetypes or characters that you deem appropriate?

I just always looked at 3.x d&d more as a "sandbox" type of framework: if you want to, it can be this really basic, simple rpg type of game. If the only books you use are the players handbook, dmg, and mm, you have a very simple basic game. If you want to multiclass a bit, cool, you still have a basic simple rpg game where you can play your cleric, rogue, wizard, fighter etc.

But if you want to start incorporating all these other sourcebooks, you can. If you want to get into elaborate min/maxing and powergaming, you can. And there is nothing stopping the DM from either using the tools of the power gamers against them via min/maxed munchkin power build monsters, or placing whatever restrictions they deem is necessary to regulate the power of one character or another.

But in enabling unlimited multiclassing, with "dips" in to a class to scoop particular powers, and endless variations of prestige classes, characters went from too bland ('a fighter') to too spicy ('a half-ogre fighter/barbarian/ranger/templar/dervish') and missed the sweet spot. The characters that are created don't feel like the fantasy heroes of myth, legend, and fiction. They feel, at best, like the wierd quirky side character that shows up in one chapter and interacts with the real hero.
A character feels a certain way because of the combination of race and classes and not the personality?

The root cause of the problem is the irregular distribution of benefits from leveling. Simply put, some levels of some classes are not worth as much as some levels of other classes. As a result the min-maxing player will switch out of classes when they are no longer optimally beneficial and find a new class that provides better benefits for his intended purpose. The net result is that a character who skims through a bunch of different classes is far mor effective than one who levels up consistently as a fighter or thief.
You have a good point, but imo this can be a pro or a con depending on how you view it. If instead of having vast options like in 3.x we have very limited options and very limited roles, then the character building side of the game becomes boring. With limited options once you have played a fighter, you have played a fighter. There is no real point to playing another fighter, you don't have enough options to make a fighter that is really all that different from the last one.

So while the fewer options makes for an easier game for anyone to pick up and play, people will just get bored of it. Games like WoW get around this by implementing VAST amounts of levels and super time consuming to obtain uber gear. But d&d isn't supposed to be a game you play for 500 hours to get to lvl 80, if you remove the character complexity you just have a game that's cool to play once or twice and them forget about.

This is, of course, the opposite of the real world, where specialists trump generalists in most fields of endeavor. Gold medalists in track don't switch to swimming in between the summer games. Chess grandmasters don't play Starcraft to tighten up their openings.
I don't think truly effective multiclass characters are generalists. They take levels in various classes that synergize in order to make a more effective specialist than another route. The fun is in having multiple ways to accomplish various goals (I can think of dozens of ways to make a "offensive nuker" guy or a "tank" etc)

If you stop looking at classes as some overarching defining element of a character and start looking them as things that you use to build a class that otherwise doesn't exist, the whole game takes on a different complexion.

With neither narrative feel nor realism to support the hybrid class character generation, the system is inherently going to lend itself to min-maxing.

You sure aren't playing a Svirfneblin Red Dragon Disciple because of a character concept.
Hey, nobody is putting a gun to anyones head and forcing them to take those 4 levels of rdd or what have you. If you and your friends don't want to min/max, then don't.




At the end of the day, 3.x allows people to play the game in any number of ways. This as opposed to 4.0 which as far as I can tell *forces* people to play the game *one* way. Time will tell which version of d&d lasts longer, maybe the simplicity of 4.0 will win in the end because people don't want to have to think when they make characters, they prefer the mmo style of "pick between elf, dwarf, and human, then pick between healer, tank, or nuker, then press play".

Personally, I like games that give me the freedom to play how I please.

Peace.
 

Jenx

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(Just to point out, I've never played a tabletop game of D&D. ever. I've watched some, I've played on several other systems, but never D&D).

Ya know, I never got into NWN either. I mean, I loved Baldur's gate. Well 2 at least, since then I was like 13-14 back then (I feel sick when i think about the fact that kids on this age today think that the only RPG out there is WoW....), had only so much of a grasp of the English language (it's not my first language) and i never actually finished it. But I loved it. It felt.....well, AWESOME. After so so so many years, I finally managed to finish Planescape: Torment a few days ago. No walktroughs, no cheats. (I played that while I was still a kid too). And I almost cried. These games..they had spirit. They had "AWESOME".

I also played the other ones - Icewind Dale. I loved those too. Yeah, the story was weak, it was based mostly around slaughtering armies of creatures, ID 2 used the new rules and it felt kind of weird at first, but I still enjoyed them.

I remember when NWN came out and I tried it out on a friend's PC. Now then, since this is first character, it should the most generic one possible. I make a lawful good human fighter. I play for a bit.....I barely got out of the academy before I just dropped it and said "Fuck this shit." It didn't have any magic in it. It didn't have any charm that sucks you in, and makes you play for so long that you forget that you were supposed to go to bed 4 hours ago.

From then on, I've tried to get into some of the RPGs that have come out on the market. Nothing. No magic, no charm, no spirit. None managed to draw me in like Baldur's Gate 2. None made me curse and yell because those bastards kidnapped Immoen. I suppose there are some that still have it, but I just never ran into them.
 

Kaisharga

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Man, has nobody read Allen Varney's thing on this site that touches on RPG creative agendas?

Here: Narrativism: Story Now [http://www.indie-rpgs.com/articles/], which describes the style of play that emphasizes dramatic tension and the telling of a compelling story.

The discourse is a bit heady at times, so you may need this [http://www.indie-rpgs.com/articles/27/] on another tab while you read. But all are recommended reading for understanding the dynamics and differences in various roleplaying styles. It's good to bear in mind, for example, that when my local tabletop group gets together, we have two strong Gamist players, one staunch Simulationist, and one or two who float between all three agendas with relative ease--knowing these things can help ease group tensions, and allow the GM to make better decisions as to what the group might enjoy most.

But most relevantly to this discussion, it can help convey the idea that number-crunching play isn't inherently bad. It's a game of a different sort is all.
 

Sporaxis

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The initial commentary by Andy Chalk touched a chord within me, I have to admit that I got lost as well with the numbers and facts about the various classes in PNP. People around me, could spin off the numbers and facts, and mostly I believed them or dug through my well thumbed reference books to confirm or pull a number from the hat.

For me the dream began to fade as the various updates to D&D aided it in becoming more complex, more choice and just a hell of a lot more numbers. Just when I had got my head around the 1st and Second edition, bang! new stuff and hell I was lost. My characters became numbers, they became sub skills and well they became pale shadows of the pure ideas I had for how I would play them.
Computers and the migration of various RPG gave me a lot of eye candy and hid the dice rolling and slanted probability charts behind a slick interface. I was liberated briefly before I found that this platform, whilst nice left me feeling empty and without direction. That was until I discovered the joys of Neverwinters Nights and Persistent worlds. Suddenly I found I could actually role play online and with others that wanted to do the same. The mechanics, regardless of the system, became hidden and hell I could live out an alternate life role playing others.

Looking back, apart from the numbers and that of early edition D&D I found that once I got past that, I just enjoyed being someone else. I had back stories, drivers, hates and such, my mind was engaged. This is true with Persistent Worlds that are RP focussed, you can just role play and regain the purity of D&D all over again.
One of the NWN PW worlds I love playing on is Mystara: Dark Horizon, a world focussed on the RP component of online gaming. People can sit there and do all the number crunching they like, they can look at various spells and feats and come up with the best build, but ultimately RP wins out. The world focuses on this, and is supported by a community of developers that truly believe the story is more important than the numbers. Mystara gives me this, for that I am glad. (yes a shameless plug, sue me).

The discussion over the various systems is rather interesting but it does highlight once again Andy Chalks commentary, that the purity of playing is being lost in the numbers. It matters little what system you use, or platform, it matters more regarding the story, the drivers the reason why your character exists. These do not change no matter if you use 3.5 3.5e, 4 and so on.

Sporaxis
 

Razzle Bathbone

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Not sure if anyone is still checking this thread, but...
sly said:
Personally, I like games that give me the freedom to play how I please.
Sly, if a non-minmaxer joins a game in which you and others like you are playing, you force them to choose between playing your way (minmax) or being worthless to the party.

In other words, you are taking away their freedom to play how they please.

Roleplaying games don't force people to play a certain way. Players do.
 

sly

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Razzle Bathbone said:
Not sure if anyone is still checking this thread, but...
sly said:
Personally, I like games that give me the freedom to play how I please.
Sly, if a non-minmaxer joins a game in which you and others like you are playing, you force them to choose between playing your way (minmax) or being worthless to the party.

In other words, you are taking away their freedom to play how they please.

Roleplaying games don't force people to play a certain way. Players do.
True enough, the moral of the story is simply to play with like minded players.

It is just as boring for the powergamer (who sees the non min/max character as a burden) as it is frustrating for the non min/maxer guy (who feels left out of the glory and action).

In nwn2 there are multi player mods for all types: hardcore rp, mild rp, action/rp, pure action with no rp, pvp, etc. So using that as an analogy if the hardcore rp guy goes onto the hardcore pvp server, it is not likely to wind up well. This isn't the fault of the powergamers who inhabit the pvp server, but rather the fault of the rp guy who didn't do the research and joined a game that doesn't fit his play style.

Ditto for the min/maxer who joins the hardcore rp world and can kill any monster in the game but is a social pariah because nobody cares how awesome the character is in combat, the only thing that matters is the social relationships.

In both cases the player will eventually grow tired of the game and eventually find a mod more suited to his/her playstyle. The rp guy winds up on the rp server where combat is secondary, the min/maxer winds up on the action server where being able to solo the dragon or whatever is considered a big deal. In the end everyone wins, but if the game *only* supported one playstyle this wouldn't be the case.

Furthermore, any rpg is going to have experienced players who know every in and out and total noobs who don't. There is always going to be a degree of imbalance between how successful these 2 types of players are at combat in the game in question.
 

Mektig

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I one of those min-maxers people refer to. I LIKE numbers. I honestly think I've had more fun coming up with insane character builds for 3.5 than I actually have had playing them. My reason - I'm not especially creative. I don't roleplay well, and believe me, I've tried. I loved 3.5 because it gave me things to play with that didn't require me to make things up. 4th ed looks like it will ruin that for me. All my options are gone. There are very few ways to play each class, and I can't see any of them keeping my interest. Some of the few alternate options I found have already been changed in the errata. 3.5 worked because it could handle all differents styles - if you didn't want the min-maxing, just don't allow it. I had a DM do that once. I hated it, and would have dropped out if the campaign hadn't ended because I wasn't the only one that felt that way.
Even if you must roleplay, my favorite character came about BECAUSE of a crazy build. The campaign started out fairly high level, so I figured I could handle a template. I was using Arcane Heirophant for the hybrid druid/wizard abilities, then threw on geomancer for the same. I then thought about what my character would look like - a complete mutant freak. I went with it, and roleplayed that way. I even gave partially gave up the power build and when in epic classes (this campaign actually ran several years) I started adding classes for the sole purpose of making my character even crazier looking (I'm looking at you, Fleshwarper).
Anyway, options are good. You don't have to use them. 4th edition doesn't have nearly enough.
 

kingofwolves

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A lot of people play it right by the books, and try to accommodate their games around the rules. D&D is a game based on playing how you want to play, so if me and my friends don't like a rule, we change it or scrap it entirely. In 3.5, during some situations, we didn't look at rules for those situations until we decided what we wanted to to and what it would look like from a RP standpoint. So, one time when I decided I wanted to try to dodge to the side of a guy and decapitate him during the pass, we couldn't find any rules on that situation, so our DM just made up the checks, rules, and results on the spot. Since there are so many rules in 3 and 3.5, people can feel trapped and they can only do the stuff that have a specific rule. Not true, all it takes is a little imagination and some number crunching, things that D&D are all about
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I can't stand 4th. Despite all the rules in 3.5, it was really flexible, and if you could imagine, chances are you could eventually do it. 4th is just restrictive, and does feel like an MMO. I've played some AD&D (mostly in the form of Baldur's Gate)and it too was very open. 4th just feels like a console game adapted to tabletops. Yeah, this has been said before, and it could just have been because our DM was new and sucked, but it just didn't have the same charm as AD&D and 3/3.5, it didn't have the kind of freedom. Where 2 and 3/3.5 feels like a choose-your-own-adventure book, 4 just feels like a generic fantasy novel. This is part of the reason I play some Shadowrun too, you create your character from scratch, no classes, no archtypes, nothing. You just choose what you want your character to be like and then use the rules to live it out, which is what I try to do with D&D too.
_____________

Another thing about 4 is that it's a lot more focused on one style of play than 2 3/3.5. People who like good old dungeon crawlers and rougelikes will be drawn to 4, with it being mostly focused on combat, while 3/3.5 (and to a lesser extent IMO, 2) appeal to a broader audience, because, with it being so flexible, everyone can play how they want and everyone can have a good time as long as everyone is in the same general mindset. With our group, we're thinking of having three different campaigns going at the same time, 1 for when we want to have a serious, character based adventure using the dream it then do it style, 1 for when we want to go Painkiller and have just a nice dungeon crawl and be the very best we can statistically be, and another when we want the other two to blend together, where everyone gets to join in and play how they want, with our amazing DM making sure everyone gets to take part, from our metagaming Halfling Ninja, to the RP-based-but-still-kickass Half-Celestial Elven Ranger
 

Razzle Bathbone

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sly said:
True enough, the moral of the story is simply to play with like minded players.
Somebody say amen!

sly said:
In the end everyone wins, but if the game *only* supported one playstyle this wouldn't be the case.
Yes indeed. The key word being "if". It's a good thing 4e supports different playstyles, isn't it!
 

Razzle Bathbone

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Mektig said:
I honestly think I've had more fun coming up with insane character builds for 3.5 than I actually have had playing them.
This is a very important distinction. 4e is made to be played. The depth and complexity of the system arises mainly during combat, rather than the character generation process. This is a reversal of the priorities in 3e.

Mektig said:
Anyway, options are good. You don't have to use them. 4th edition doesn't have nearly enough.
That's only because 4e doesn't have 8 years' worth of supplements (yet). Of all the builds you described, none are possible with just a 3.x Player's Handbook. The underlying system of 4e has at least as much customizability as the underlying system of 3.x, but it's brand new, just like 3e was when it first came out. Fans of splatbooks needn't worry; they're coming, just like death and taxes.
 

Razzle Bathbone

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kingofwolves said:
Yeah, this has been said before, and it could just have been because our DM was new and sucked, but it just didn't have the same charm as AD&D and 3/3.5, it didn't have the kind of freedom.
I keep hearing this refrain, and I'm still confused every time I hear it.
What exactly can your character do in 3.5 that he can't do in 4?
He can't produce save-or-die effects, but he can still kill bad guys.
He can't be a gnome or half-orc (yet), but he can be a dragonborn, tiefling or eladrin.
He can't do those bullshit spiked chain trip attacks every damn turn (only once per encounter now). Hurray!

Looking at all the things about 3.x that aren't in 4e (apart from classes and races that will almost certainly be coming back soon anyway), I can't think of a single thing that was worth keeping.

kingofwolves said:
Another thing about 4 is that it's a lot more focused on one style of play than 2 3/3.5. People who like good old dungeon crawlers and rougelikes will be drawn to 4, with it being mostly focused on combat, while 3/3.5 (and to a lesser extent IMO, 2) appeal to a broader audience, because, with it being so flexible, everyone can play how they want and everyone can have a good time as long as everyone is in the same general mindset.
This confuses me as well.
Just what kind of campaign does 4e discourage? What play style becomes unworkable in 4e? I'm completely baffled by people who say it's only about combat, when it has precisely the same engine for noncombat encounters as 3.x.