A 4e Playtest night

topic posted Wed, April 16, 2008 - 1:53 PM by 
So, a member of my gaming group was able to locate a cobbled together version of what seems to be the basis of the 4e rulesset. Coupled with copies of the D&D experience character sheets, which we used instead of creating new characters, we gave it a whirl, knowing that we didn't have a final product and making judgement calls as needed to keep it playable.

Dammit, we liked it.

We of course mocked a number of rules semi-in character (Order of the Stick style) that seemed to make no sense on paper, but we used them anyway. The play experience was pretty easy to get a grip on and use. Some powers stacked with each other nicely so that even at 1st level, you can rip out a whammy based on two or even three powers combining on the same round. We went through a module supposedly designed for 4e, fought quite a few Kobolds, and almost lost our fighter twice. Mostly because the mobs would focus on one attacker at a time. Between having (fortunately) picked the cleric to come along, and the increase in survivability of a firstie, no one actually died. The cleric is a little weak on healing ability at first level, only being able to use his ranged healing twice per encounter, but that just forces you to plan your room clearing a bit better. I think overall having an incomplete description of the movement rules was the most notable absence, as we weren't quite clear on what we had as options in any round. As much as I really wanted to hate D&D, and still don't feel the rules set reflects a logical game world, it functions very well for playability. I would agree with the concerns that it seems like a MMORPG wargame or a mini combat game. Its *very* much reminiscent of that. Plus I loathe the "Harry Potter"esque 'wizards and warlocks must use a wand' concept presented on the character sheets. While I like the 'must use an implement' concept, I will not be forcing a wand in the hand of every firstie, if solely to avoid the inevitable outcries of "Expelliarmus" when combat starts. Spellcasting is much improved, in my estimation. Not running out of spells was a great thing.

Not crazy about what I see so far regarding the concepts of the races, classes or world, in fact I think that's the weakest point (very video gamey). That and it is fundamentally NOT D&D any more. That product is gone, as I suspected. This new thing is very different. Its a good product, but what you knew as D&D is now as departed as Mr Gygax, in my opinion. I choose to think he took it with him.

  • Re: A 4e Playtest night

    Thu, April 17, 2008 - 11:15 AM
    On the matter of Race's --- indeed as of late D&D has been trying to emulate the video game industry for the widest audience. I'm not too thrilled with what I've been regarding with it.

    My group played the latest version of Star Wars to get a concept for what 4th is going to be like. The rules indeed have been stripped down for more efficacy and I do like that aspect indeed...
  • Dal
    Dal
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    Re: A 4e Playtest night

    Mon, April 21, 2008 - 11:05 AM
    I always thought starting out characters with powerful magic items (+5) would make first level feel more like a Diablo game.

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