kent_allard_jr: (Dungeon Master)
[personal profile] kent_allard_jr
4th edition D&D has always had a flavor problem, and this is never more clear then when reading the power descriptions. This is true even though each power has a colorful name and a short bit of flavor text. Quick: Can you name all of your PC's powers? I've been playing a rogue in [livejournal.com profile] kokoinai's campaign since 4th edition came out, and gotten to 16th level, but I could only name half of his exploits from memory, let alone say what each of them did.

Part of the problem, no doubt, is that rogue exploits -- unlike, say, wizard spells -- are all going to sound a bit alike. There are only so many ways to describe one guy stabbing someone else. So you get abilities like "Crimson Edge," whose name tells you nothing at all, so its no surprise I couldn't tell you what it does.

This may get to the core of the issue: There are just too many attack powers, all doing more or less the same things. In some future edition of D&D there should be far fewer of them, perhaps only one new power every 5 levels instead of every 2-3. If you want more variety for spellcasters you can expand the size of the spellbook (from 2-3 spells to 4-5), or give them powers from their pact, totem, guild or deity.

Alternatively characters can get powers as frequently as they do today, but only up to low Paragon tier. After that they can Enhance existing powers: Add extra dice of damage; push, pull or slide targets farther; add more conditions to the effects. After all, you can find many powers -- such as "Deep Cut" and "Biting Assault" for rogues -- that do more-or-less the same thing, only one is better than the other. Instead you could have a single power ("Deep Cut") and an Enhanced version at later levels ("Enhanced [Level 25]: Increase damage to 3[W], and target is weakened on hit (save ends)"). It would save space and make all of the powers easier to remember.

Date: 2011-02-09 05:50 am (UTC)
mneme: (Default)
From: [personal profile] mneme
Kind of. The thing is, if all (or most) of your problems are execution problems on individual elements, not design problems, then you can fix them by changing those elements (and, yes, get issues like 4E's books requiring marking up with erratta to be accurate, but that's what reprints are for). If your problems are fundamental design (or lack of design) problems, they are, in fact, harder to fix.

Now, of course, the issue with a pseudo-ccg like 3rd or 4th edition D&D is that they have much more of a constant stream of game elements to get wrong--so even if you basic design is sound, you can foul things up (and/or force houserules) when, not if, you print broken game elements.

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