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2016-04-11 22:01:00 +00:00
---
category: media
2016-04-11 22:01:00 +00:00
layout: post
title: 'D&D Post-mortem: I wanna cast ''magic missile''!'
date: '2011-06-12T10:00:00.000-04:00'
author: Anna Wiggins
tags:
- combat roles
- dungeons amp; dragons
- game balance
- power types
- Yord
- Gaming
- skill challenges
modified_time: '2013-10-22T11:19:51.092-04:00'
blogger_id: tag:blogger.com,1999:blog-4209116010564764361.post-1229543583152662803
blogger_orig_url: http://www.stringofbits.net/2011/06/d-post-mortem-i-wanna-cast-missile.html
---
<em>In D&amp;D Post-mortem, I talk about my experiences running D&amp;D 4e games, about 4e as a whole, and about collaborative storytelling in general.<br/></em><br/><br/>When D&amp;D 4e was launched, I was highly skeptical. I joined the vocal legion of gamers who saw it as a move towards MMO-like game mechanics and immersion-breaking shallow gameplay, and as little more than a money grab by Wizards of the Coast. However, after reading several posts by Alexandra Erin <a href="http://alexandraerin.livejournal.com/tag/dungeons%20and%20dragons">on the subject</a>, I decided to give it a try. Her insight into the game's design decisions convinced me that there might be something worth trying.<br/><br/>As I began playing around with the rules, creating sample PCs, NPCs, encounters and sketching the rough framework for several stories, I began to see that 4e had a lot of promise. I spent a good deal of money buying source books, and started looking to get a game together. I finally got a game going, albeit with a very small number of players (only two of them!). I set this game, as I do all of my D&amp;D games (dating back to 2nd edition), in my homebrew setting of Yord.<br/><br/>So, we finally got together and played what I am going to affectionately refer to as our first two gaming sessions. In practice, this was actually four shorter sessions, but I digress. Here are some impressions of 4e, and things that I learned from these first sessions.<br/><br/>I don't really know how to structure skill challenges. My character-driven approach to running games means that building skill challenges in advance is difficult, at least early on before the story has begun to take shape. Building them on the fly is difficult, too, and they tend to end up feeling contrived and kludgy, not to mention a bit of a slog to get through. Hopefully designing these well will become easier as I gain experience with the system.<br/><br/>Combat encounters, by contrast, are a joy to design and to run. It is easy to scale back encounters to account for fewer PCs, and encounter design in general is faster and less haphazard than in previous editions. It gives me more time to focus on making interesting tactical scenarios, place difficult terrain and other interesting aspects of the encounter.<br/><br/>I also love the game's focus on making traps and hazards into part of an encounter. Lone traps always seemed tedious more often than they are interesting, and this makes it easy to put in the requisite traps to make a dungeon feel like a dungeon without leading to the depressing "disarm the next pit" slog. Interesting traps that deserve time to allow the PCs to pore over and tinker with them can still be encounters of their own, but most traps can now be seamlessly incorporated into combat, where they actually make things more interesting.<br/><br/>Another thing I love about 4e, and this is something that D&amp;D has needed for a long time, is the concept of Power Types and Combat Roles. The roles neatly encapsulate what the 'core four' classes have always done - fighters look big and dangerous so that the fight will concentrate on them, rogues slip in to deal tons of damage to single targets, clerics provide buffs and healing, keeping the party alive and together, and wizards mop up the smaller targets so that everyone else can focus on the bigger threats. Someone at Wizards finally realized that these four roles, while important and useful, were somewhat arbitrarily tied to their class concepts. In 4e, the 'Power Type' has been divorced from the Role, so that there are classes that encapsulate the cleric's healing and buffing abilities, but are rooted in martial or arcane themes.<br/><br/>This makes it a lot easier to create a character <em>concept</em> first, and then implement it according to the game mechanics. The general effect is that 4e makes it very easy to provide your own flavor without affecting the game balance - in general, the <em>de facto</em> rule is that 'anything that doesn't affect the game mechanics is fair game, unless your DM disapprov