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Moriatti
Apr 21, 2014

Tuxedo Catfish posted:

I'm curious if it rolls back errata / nerfs when you do this or if it just has one entry for "Magic Missile" regardless of where it's from.

I turned off Red Box and "Heroes of" books and got this:


So it looks like the roll back is good?

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Gort
Aug 18, 2003

Good day what ho cup of tea

Aniodia posted:

Not to pick on you in particular, but I've definitely seen this general idea of "fixing 4e" thrown around over the years. Hell, I think Strike grew out of that whole concept, for better or worse. However, I'm curious as to what people think are the major things that should be fixed in 4e above and beyond the very obvious stuff (like the monster math and feat taxes, DTAS would probably be in here too).

The main issues I had with it were:

1. Combats take a long time and you have to have a lot of them for the game mechanics (EG: Dailies and healing surges running low AKA the "adventuring day") to work as intended. I don't love the idea that every adventure is based around attrition and resource depletion - sometimes you just want a single climactic combat, like if you solve a mystery and apprehend the culprit. Combats should be balanced by encounter, not by a dayful of fighting.

2. Magic gear is really "explicit" - many items exist for very niche occurrences and some are only good for particular builds of one class. They feel very mechanical rather than magical, if that makes sense.

3. The controller role is really weird. As people have recently been saying, if you've got a bad controller it feels like they're the worst member of the party, but if you have a good controller they trivialise everything and monsters can't meaningfully participate in combat any more.

4. Traps really didn't get fleshed out. There were some specific easily-fixed problems with the traps 4e does have, like the check difficulties being sky-high to disable them, and if you fail the check the trap gets more powerful. So not only did you lose an action, but you lost an action and made your party's situation worse. I'd also say they dropped the ball on "solo traps" - like the classic "room filling up with sand" or "crushing walls" traps that are intended to be an encounter on their own.

5. The adventures they published were really bad. They ignored their own difficulty guidelines (hello level 6 encounter for level 1 characters played by new players) and on the whole there is way too much combat and not enough exploration or plot.

6. Feats. I feel like they started in a good place at low level - characters have a couple of them, and they help give a little extra customisation to the character. By level 30 you've got sixteen of them each which is really too many for them to feel in any way unique, and you'll see the good ones showing up on multiple characters in the same party. I'd suggest maybe treating them like dailies - from level 1 to 10 you gain new feats, but from level 11 onwards you just get access to better feats which replace one of the ones you already have.

7. Skill challenges were really bad. Is it really any more interesting to roll fifteen dice to get through a hedge maze than it is to roll once? From a roleplaying point of view it just felt like "Come up with as many different ways to use your best skills as you can".

8. Too many tiny modifiers. I really liked characters like the barbarian who just did a shitload of damage and took a shitload of damage back. But gently caress that rogue who gave -2 penalties to everyone they hit, and the half-elf with their "+1 to diplomacy checks to allies within 5 squares" poo poo.

Issues I've seen others have, but didn't necessarily experience myself:

1. Monsters ended up in a good place by the end (EG: Monster manual 3 and later), though they were weak HP-sacks early on. They generally got away from ideas like monsters that stun or dominate PCs a lot, as not letting your players play the game is not a good idea.

2. Players in this thread have mentioned that balance in general gets worse the higher the game level gets, with characters alpha-striking monsters out of existence before they get an action. I didn't see that in my own games, but my players aren't really the types to do a lot of reading about character build advice or even reading the rulebooks outside of "game time", so it makes sense that I wouldn't.

Generic Octopus
Mar 27, 2010

Moriatti posted:

So it looks like the roll back is good?

No, magic missile used to have an attack roll like most powers. In addition to its release in HotFL, the PHB version was errata'd to reflect the new version.

Moriatti
Apr 21, 2014

Generic Octopus posted:

No, magic missile used to have an attack roll like most powers. In addition to its release in HotFL, the PHB version was errata'd to reflect the new version.

Game over, that sucks.

Lemon-Lime
Aug 6, 2009

Aniodia posted:

Not to pick on you in particular, but I've definitely seen this general idea of "fixing 4e" thrown around over the years. Hell, I think Strike grew out of that whole concept, for better or worse. However, I'm curious as to what people think are the major things that should be fixed in 4e above and beyond the very obvious stuff (like the monster math and feat taxes, DTAS would probably be in here too).

The wonky maths (both PC and monster) is obvious but the main issue with 4E is there's just too much of it, which is why we needed a real 5th edition that built on top of it. :sigh:

The stuff I'd want to see changed is:
  • Fix the maths (duh).
  • Cut the game down to 5 levels per tier instead of 10.
  • Flip hit/AC debuffs into buffs (which belong to Leaders) and make conditions/battlefield control an explicit aspect of Defenders, then split Strikers into single-target Strikers and AoE Blasters (or whatever other name you give it). Current Controllers become Blaster/Defender, or Defender/Blaster if they focus more on controlling enemies than AoE damage.
  • Ditch ability scores and use modifiers only.
  • Make inherent bonuses the default and roll them (along with the level bonus) into a single flat bonus you get to every roll.
  • Kill feats entirely and instead bake the important/interesting ones directly into the classes (i.e. Polearm Momentum) as features you pick at certain levels.
  • Redesign skill challenges and rituals/practices so they're more interesting to engage with and more robust.
  • Just generally cut down the amount of races, classes and items in the game to trim the fat.

Feats are definitely the biggest offender on the list for me, here. The way D&D does feats is terrible and also completely superfluous because stuff like PPs and EDs already exist to fill the niche of "the meaningful choice you make to specialise."

Lemon-Lime fucked around with this message at 17:02 on Jul 23, 2018

Vandar
Sep 14, 2007

Isn't That Right, Chairman?



So, I’ve finally gotten a new group together to play with, and we’re in the process of rolling characters for everyone, but I’m slightly stumped with one player’s character concept.

They want to focus on water-based powers and spells, and I’m trying to figure out the best way to do that.

Aside from the water elementalist (ugh, essentials), the watershaper theme, and the water genasi, is there any other stuff that lets a character focus on water based powers? I can’t think of any classes that have a ton of water based powers.

Wizard and just refluff stuff?

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

Aniodia posted:

Not to pick on you in particular, but I've definitely seen this general idea of "fixing 4e" thrown around over the years. Hell, I think Strike grew out of that whole concept, for better or worse. However, I'm curious as to what people think are the major things that should be fixed in 4e above and beyond the very obvious stuff (like the monster math and feat taxes, DTAS would probably be in here too).

DTAS
Maths fixes (i.e. baking in the feat bonus to hit and the enhancement bonus to hit into basic character progression)
junking a bunch of lovely feats
Repairing a bunch of lovely classes
Fixing skills to be more fail-forward-y

Vandar posted:

So, I’ve finally gotten a new group together to play with, and we’re in the process of rolling characters for everyone, but I’m slightly stumped with one player’s character concept.

They want to focus on water-based powers and spells, and I’m trying to figure out the best way to do that.

Aside from the water elementalist (ugh, essentials), the watershaper theme, and the water genasi, is there any other stuff that lets a character focus on water based powers? I can’t think of any classes that have a ton of water based powers.

Wizard and just refluff stuff?

I think the Seeker has a couple, and probably the Druid does, but this is prime 'refluff that poo poo bro' territory.

My Lovely Horse
Aug 21, 2010

Anything and just refluff stuff, but also look into the rituals to flesh out the concept if nothing else (create holy water, purify water, brew potion (?)) "Water" as an elemental keyword or a theme isn't really traditionally a thing in D&D. Mostly you get cold and ice.

Tuxedo Catfish posted:

I'm curious if it rolls back errata / nerfs when you do this or if it just has one entry for "Magic Missile" regardless of where it's from.
As has been demonstrated, it only has one entry for each element. One thing it does have is the option to turn on/off elements based on whether they're listed in a book, or have explicitly been introduced in that book. Haven't really found the use case though.

Oh and when you turn off magic items they all still show up in the item lists, just with the houserule symbol, which is a staggering level of defeating the purpose.

Lemon-Lime
Aug 6, 2009

Vandar posted:

Wizard and just refluff stuff?

Just pick any class and refluff, that's straight up the best way to handle this. Don't even bother changing keywords.

The most important thing is to just ask them whether they see their character's powers as more of a DPS/controller, single-target/AoE, and melee/ranged powerset, then pick the class based on that. "Water powers" can just as easily mean "makes a sword and shield out of water" as it can mean "shoots water at people" or "summons big waves of water to crash on the battlefield."

Lemon-Lime fucked around with this message at 18:14 on Jul 23, 2018

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Lemon-Lime posted:

The wonky maths (both PC and monster) is obvious but the main issue with 4E is there's just too much of it, which is why we needed a real 5th edition that built on top of it. :sigh:

The stuff I'd want to see changed is:
  • Fix the maths (duh).
  • Cut the game down to 5 levels per tier instead of 10.
  • Flip hit/AC debuffs into buffs (which belong to Leaders) and make conditions/battlefield control an explicit aspect of Defenders, then split Strikers into single-target Strikers and AoE Blasters (or whatever other name you give it). Current Controllers become Blaster/Defender, or Defender/Blaster if they focus more on controlling enemies than AoE damage.
  • Ditch ability scores and use modifiers only.
  • Make inherent bonuses the default and roll them (along with the level bonus) into a single flat bonus you get to every roll.
  • Kill feats entirely and instead bake the important/interesting ones directly into the classes (i.e. Polearm Momentum) as features you pick at certain levels.
  • Redesign skill challenges and rituals/practices so they're more interesting to engage with and more robust.
  • Just generally cut down the amount of races, classes and items in the game to trim the fat.

Feats are definitely the biggest offender on the list for me, here. The way D&D does feats is terrible and also completely superfluous because stuff like PPs and EDs already exist to fill the niche of "the meaningful choice you make to specialise."

Wouldn’t cutting the game down to 15 levels inadvertently fix a bunch of the maths anyway?

dwarf74
Sep 2, 2012



Buglord
I don't particularly want much - mostly just a cleanup of feats to get rid of trash and/or broken ones.

The math fixes would be fine, but I am also okay with the workaround since it's so easy to implement in the CB.

Lemon-Lime
Aug 6, 2009

DalaranJ posted:

Wouldn’t cutting the game down to 15 levels inadvertently fix a bunch of the maths anyway?

The +1 to-hit bumps are needed around 5 and 15, and the old monster maths was a problem at every level, so not really.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
The 4e wizard is a great class and not at all hard or unrewarding to play as a versatile, spell-swapping generalist. Hyperspecialized “enchanters” or whatever should certainly exist but should in no way be mandatory.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
If I were going to change around the roles in 4E it wouldn't be to remove controllers, it would be to rip out the entire healer/tank/dps model by the roots and replace it with a completely different division of labor.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Tuxedo Catfish posted:

If I were going to change around the roles in 4E it wouldn't be to remove controllers, it would be to rip out the entire healer/tank/dps model by the roots and replace it with a completely different division of labor.

How would you divide labour instead?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Subjunctive posted:

How would you divide labour instead?

That's a big question, but I'll make a post about some of the possibilities and their pros and cons when I get home, if you like.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Tuxedo Catfish posted:

That's a big question, but I'll make a post about some of the possibilities and their pros and cons when I get home, if you like.

I would like that! Maybe in TG Chat?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Subjunctive posted:

I would like that! Maybe in TG Chat?

Yeah, that might make more sense than here.

Moriatti
Apr 21, 2014

Vandar posted:

So, I’ve finally gotten a new group together to play with, and we’re in the process of rolling characters for everyone, but I’m slightly stumped with one player’s character concept.

They want to focus on water-based powers and spells, and I’m trying to figure out the best way to do that.

Aside from the water elementalist (ugh, essentials), the watershaper theme, and the water genasi, is there any other stuff that lets a character focus on water based powers? I can’t think of any classes that have a ton of water based powers.

Wizard and just refluff stuff?

FWIW, Elementalist is a good choice for AP prone players since they can just spam their good attack.

As people have said, reflavouring is good, I'd suggest the Battlemind as a cool, water Samurai. Since they slip people around and also teleport themselves, they can always be riding the waves or even part water. Give them the actual Samurai theme too.

Also, like, Monk as Bruce Lee?

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
Yeah, the elementalist is essentials but it's actually not that bad, particularly if your group has a way of granting RBAs.

There's an elemental monk in the essentials book too.

Name Change
Oct 9, 2005


Elementalist is a very, very boring class but does lots of damage.

Moriatti
Apr 21, 2014

Sodomy Hussein posted:

Elementalist is a very, very boring class but does lots of damage.

Yeah, it's for the player that doesn't get tactics and wants to contribute.
It's for the player that just wants to say "I attack".

BetterWeirdthanDead
Mar 7, 2006

by Jeffrey of YOSPOS

Moriatti posted:

Yeah, it's for the player that doesn't get tactics and wants to contribute.
It's for the player that just wants to say "I attack".

Just in case your little brother wants to be a Sorcerer instead of a Fighter. :v:

Honestly, though, I’ve had fun optimizing Elementalists in the character builder. I never figured out how they’d get around immunities, though. IIRC, the ability that lets Mages bypass damage immunities is a class-feature and there aren’t any feats that replicate it.

They also come close to DTAS like the Skald does.

Generic Octopus
Mar 27, 2010

BetterWeirdthanDead posted:

Honestly, though, I’ve had fun optimizing Elementalists in the character builder. I never figured out how they’d get around immunities, though. IIRC, the ability that lets Mages bypass damage immunities is a class-feature and there aren’t any feats that replicate it.

A Tiefling could MC Wizard and take the Wizard's Wrath feat.

dwarf74
Sep 2, 2012



Buglord
I think that's why Elementalists end up diversifying your elements.

There's also the Energy Admixture feat. Smack Force onto that ice bolt, baby.

BetterWeirdthanDead
Mar 7, 2006

by Jeffrey of YOSPOS
What were we saying about too many Feats to track?

dwarf74
Sep 2, 2012



Buglord

BetterWeirdthanDead posted:

What were we saying about too many Feats to track?
...were we not supposed to mention feats when you asked for ways to bypass resistance/immunity?

Regardless, as far as feats go, Energy Admixture is a solid one that'd make the cut for any but the most bare-bones condensed list.

BetterWeirdthanDead
Mar 7, 2006

by Jeffrey of YOSPOS

dwarf74 posted:

...were we not supposed to mention feats...

Sorry it didn’t come through in the text — I was making fun of myself for not knowing that feat existed.

Major Isoor
Mar 23, 2011
Hey all, it's been a while! I just wanted to check - is it alright to derail the discussion slightly, to ask about 5E?

[snip]

EDIT:

Thanks - not sure how I missed that, or why it didn't show up in my search!

Major Isoor fucked around with this message at 01:40 on Jul 25, 2018

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
This is the 5e thread.
https://forums.somethingawful.com/showthread.php?threadid=3647634

dwarf74
Sep 2, 2012



Buglord

BetterWeirdthanDead posted:

Sorry it didn’t come through in the text — I was making fun of myself for not knowing that feat existed.
It's cool, man. :)

I remembered wrong - you can't add Force. You can however add Thunder which basically nothing resists, anyway, and which lets you do crazy burst-expanding tricks with Rolling Thunder.

Dremcon
Sep 25, 2007
No, not a convention.

dwarf74 posted:

I don't particularly want much - mostly just a cleanup of feats to get rid of trash and/or broken ones.

The math fixes would be fine, but I am also okay with the workaround since it's so easy to implement in the CB.

Wasn't someone working on trimming the feat list in CB? Also how are you implementing the math-fix workaround, just the typical "give these math fix feats for free" as house rules in CB? For my last group I didn't like seeing the "house rule" tag for some reason, so I just baked the +hit and +defense PC fixes into the monsters instead. That way the players didn't even know the math fix was implemented and I could use the "house rule" tag on their sheet to tell if they screwed up and picked up an extra feat or retrained too many heroic feats to paragon feats or something..

Moriatti
Apr 21, 2014

BetterWeirdthanDead posted:

Just in case your little brother wants to be a Sorcerer instead of a Fighter. :v:

I mean, I've had players who were playing a Wizard and ended up casting magic missile every round and didn't enjoy having a bunch of options.

It's like, 2 people overall, but I am glad I have options for them.

dwarf74
Sep 2, 2012



Buglord

Dremcon posted:

Wasn't someone working on trimming the feat list in CB? Also how are you implementing the math-fix workaround, just the typical "give these math fix feats for free" as house rules in CB? For my last group I didn't like seeing the "house rule" tag for some reason, so I just baked the +hit and +defense PC fixes into the monsters instead. That way the players didn't even know the math fix was implemented and I could use the "house rule" tag on their sheet to tell if they screwed up and picked up an extra feat or retrained too many heroic feats to paragon feats or something..

No, I literally just added the houserule feats because it was easy to implement.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Moriatti posted:

I mean, I've had players who were playing a Wizard and ended up casting magic missile every round and didn't enjoy having a bunch of options.

It's like, 2 people overall, but I am glad I have options for them.

I had someone play an Artificer like this once. I didn't know that the class was a Leader until years later.

It was a huge party and we a had a Cleric too, though, so it all worked out.

Moriatti
Apr 21, 2014

Artificers are really good leaders too. Our Artificer impressed the team with Magic Weapon for instance, and kept the Psion on his feet.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
For an Imposer Wizard, is it worth going (INT/WIS/CHA) 20/15/12 instead of 20/16/11 in order to get Spell Focus in Paragon tier rather than Epic?

Argyle Jelly
Nov 13, 2011

gradenko_2000 posted:

I sort of think it's a little like six-of-one, half-dozen-of-the-other situation as far as "fixing" 4e goes, because if you have the Character Builder, then you can implement a "soft" houserule of giving the feat taxes for free and hitting the inherent bonus button and working with that.

Hey, been following your blog post on "How to get started with D&D 4th Edition without DDI", because I haven't played this since 2009 and the feat tax did bother me.

Something about that post really confused me, though.

After comparing and contrasting, the rule in the DSCS, p. 209 is called Fixed Enhancement Bonus and includes a +Xd6 damage bonus, where the X is the Fixed Enhancement Bonus to the attack roll.

Your blog post calls it Inherent Bonus and puts it as "When characters score a critical hit, they deal an extra 1d6 damage per +1 bonus to their attack rolls" which suggests that the bonus crit damage should be based on the total attack bonus.

Someone let me know to check out the builder anyway, because it's an option there. But even though the implementation in the builder is called Inherent Bonus, this is a third version of this tweak, from the DMG2, p. 138 (where it's called AC, Defense, Attack, and Damage Bonuses) that does not include the crit bonus at all.

Which of the three versions of this rule would be preferable, DSCS, blog post or DMG2?

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
Whatever one includes the bonus crit damage, as long as you note that it is overwritten by weapon and implement properties..

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Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.
Gradenko's rule is the same as the DSCS one, he just hasn't written it very clearly.

You should use the DSCS rule I'd you're not planning on handing out tons of magic weapons and if you are use either one.

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