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D&D 4E Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023

I'm pretty sure it came down to the fact that 1), D&D wasn't making all of the money. There was actually a serious rival in the form of Paizo, who built their success on the grave of the previous edition. And 2), not all of the promises of 4e came to fruition.

The rules set seemed ideal for a video game adaptation- never happened. The VTT was going to complement the online subscription and become the future of TTRPG's- also never happened.

Miniature sales were lackluster. And to be honest, this one I don't really understand. There were some very good D&D minis out there. And when Paizo made their own Pathfinder minis, those sold like hotcakes (I own quite a few of them)-curious for a game that is supposedly less reliant on minis and battlemaps than 4e, lol.

The online subscription was a double-edged sword, since it gave you access to content without needing to buy actual books. The adventures were largely lackluster.

In addition, inside of two years, a stupendous amount of content was produced for 4e in the form of new powers, new "subclasses", new classes, new feats- and the quality wasn't very consistent. Some classes barely functioned. The Seeker didn't seem to know what class it was. Sorcerers were supposed to be damage dealers, but were actually fairly lackluster. Monks and Psions were fiddly, Wardens and Battleminds lacked a decent melee basic attack (and the feat that could give you one was eventually nerfed). Ardents barely did anything, lol.

While some races and classes got more support, others languished. The Wizard class got more support than anything. The Swordmage, on the other hand, was mostly relegated to niche or hybrid builds.

The Warlock's "Y" design meant half the Warlock powers might be useless to you. Paladins couldn't even be decent Defenders until Divine Power was released- making a character required a lot of diligence on your part, maybe even more so than in 3.5!

And sure, the online builder helped. In fact, it was practically necessary, as even if you owned all the books, the errata was all online, as were the various "Dragon magazine" online articles that fixed things, like "Class Acts".

Some rules didn't even function, as seen with the various revamps to things like Stealth. And when the final version of Stealth arrived, some powers that had been designed with past versions in mind didn't even function properly (I saw this in action when I ran for a Ninja, and they had chosen an Assassin Utility power that claimed it would let them stealth, but didn't actually do any such thing).

And there was significant power creep as well. Backgrounds, for example. Suddenly everyone is doing end runs around Constitution by being "Born Under a Bad Sign" or coming from Thay to get better hit points. Themes granted additional powers with no real downside. There were "patch feats", because you know, everyone loves a tax to overcome a flaw in the game's design!

And Essentials added some dubious content like Vampire as a class, lol. Because I really enjoy having someone asking me for a spare healing surge so that they can contribute in a fight!

Simply put, while I enjoyed playing 4e, I have to admit now that, as it was being published, it likely would have collapsed even if Hasbro didn't pull the trigger on it. It reminded me of the late TSR era, with it's dizzying array of products, rules scattered across a dozen books, very little oversight or even communication from one team to the other, and in the midst of everything, "a whole new system" to shake things up (Player's Option, etc.) when the existing system was groaning under it's own weight due to sheer bloat.

A true "4.5e" was necessary to turn things around, not a halfhearted effort to try and woo back players who weren't coming back at the expense of the things the existing fans liked, lol.
As someone who has gone on the record to state that 4e was his second favorite edition, I find no faults in your arguments, as they match mine, including the need for a real 4.5 to bring everything together and fix issues which had numerous updates to fix.
 

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James Gasik

We don't talk about Pun-Pun
Supporter
I want to highlight this particular situation: How is seeing your character as virtuous different from putting good on the character sheet in cases where your party is engaging in nefarious acts or you're contemplating whether a course of action was evil/immoral? If you want to play a virtuous character, aren't you in the same bind whether labeled or not?
So as a Neutral, I'm free to take an "ends justify the means" approach. My ultimate goals can be virtuous, but if need be, I can, on occasion, achieve those ends by dastardly means and there's no handwringing about whether or not my character would do such a thing.

You might say "well, that really makes you evil". But D&D evil is, in general, evil to a fault. NE characters mostly only think about their own advancement. CE characters are raving lunatics. LE characters (the only evil characters worth talking about, IMO) should still adhere to a rigidly defined code.

As a neutral, "the Code is more what you'd call "guidelines" than actual rules."

If I think the best way to resolve a situation is by means such as theft, coercion, bribery, intimidation, blackmail, and the like, then I'll do that, largely unbothered by moral concerns. That isn't to say that I'm on board with say, slavery, but I'm not going to really care about animating dead bodies in order to defend a town from being slaughtered by rapacious orcs.
 

Snarf Zagyg

Notorious Liquefactionist
I'm pretty sure ...

While I find you arguments interesting, this is why I made the point of saying that I can't wait to see the actual data.

Again, you say that you want a 4.5e. But as I've already written about, by the time of Essentials, 4e was already dead internally. Now maybe this was just an issue of not matching expectations, and a renewed push (and a 4.5e) would have been worth it. Or maybe it was a case of seeing the numbers and trends, and realizing that it would just be more good money spent on bad results.

We won't know until and unless we see actual numbers. Until then, most people will simply reiterate the points that align with what they want to be true.

In fairness, even after we have the actual numbers, people will still do that. But I prefer numbers!
 

James Gasik

We don't talk about Pun-Pun
Supporter
While I find you arguments interesting, this is why I made the point of saying that I can't wait to see the actual data.

Again, you say that you want a 4.5e. But as I've already written about, by the time of Essentials, 4e was already dead internally. Now maybe this was just an issue of not matching expectations, and a renewed push (and a 4.5e) would have been worth it. Or maybe it was a case of seeing the numbers and trends, and realizing that it would just be more good money spent on bad results.

We won't know until and unless we see actual numbers. Until then, most people will simply reiterate the points that align with what they want to be true.

In fairness, even after we have the actual numbers, people will still do that. But I prefer numbers!
Oh no, I agree. We've needed hard data on this for a very long time now, just to dispel a lot of the myths about 4e. But the fact that the edition did not live up to it's promise is apparent. And yes, by the time Essentials was launched, there was no way we could have gotten a 4.5e. The powers that be had decided a strategy of trying to lure back players who, again, weren't likely to be lured back to D&D by any means meant Essentials was doomed to fail.

If you were playing 3.5 still, you were happy with 3.5 If you went to Pathfinder, you were likely happy with Pathfinder. If you were an OSR or even "old school D&D enthusiast", you bounced off of 3e, and were unlikely to check out this newfangled thing.

Now you might say "but wait a minute, James, what about all those people who came back for 5e?". And to that, I can only say is that gamers go where the game is. Whether they like a game or not, if it's what everyone is playing, they'll probably be dragged in, kicking and screaming.

When 4e was around, it was not as popular as 5e is now. Many are the times myself (and others) have bemoaned the fact that we'd rather play game X, Y, or Z, than 5e, but tons of people are playing 5e and are not interested in other games, and much fewer people are playing X, Y, or Z.

That may change in 2024. I don't own a crystal ball. 5e has inertia on it's side. All these new alternatives slated to come out next year might fail to get the needed attention. Certainly, there's going to be a big marketing push around 2024 that I don't think other publishers can touch.

And the fact that WotC is promising you can still use all your old stuff with the update (whether you believe that or not) is going to be a big selling point for many.

But that's enough of a segue about 5e's future in a thread about 4e.

I suppose one other thing I should mention about 4e was the OGL. If you were gaming in the d20 era, then you know that just about every licensed property had a d20 game. Even other games had a d20 version. Sometimes these were just terrible (a good example was the well-meaning, but misguided BESM d20, where they assumed the Monk was super powerful because it got features at every level. Wow!).

At that point, people who didn't even play 3e were no doubt familiar with it's rules, and could quickly adapt to playing 3e fairly quickly- D&D's game engine had become almost ubiquitous.

But with 4e, D&D was pretty much on it's own. No other game really worked like it. If you came in from another game, even other versions of D&D, it might seem strange, with it's little Power cards and esoteric terms like "Hit: 3[W] damage and target is defenestrated (save ends)".

WotC went from an industry standard model to bespoke software that only really worked with itself. Which meant that it really couldn't be the game that everyone played.

While not as ridiculous as the d20 boom, there's certainly a lot of 5e licensed games and 5e conversions (some of which are really neat, like Adventures in Rokugan) out there. Which again, gives that crossover appeal, and means that lots of people are effectively playing 5e, even if they're actually playing in Middle Earth or the Hyborian Age, or something more heavily modded, like Level Up.
 

Aldarc

Legend
I think I stopped caring about alignment because there were no benefits to it, only hindrances. I typically play heroic characters, because to my mind, D&D characters should attempt to be heroic. I'm not solely motivated by self-interest, and I will help people when I can.

However, more and more, I found selecting "good" for my character was more of a straightjacket than I think it was intended. I would have to contemplate if an action I was about to undertake was "evil" or not. Often, my party members would engage in nefarious acts, and I had to decide if my morals were more important than not playing, ditching my character, or worse, working at cross purposes to the other players.

What finally put the nail in the coffin was when I was playing Pathfinder 1e and an enemy used Unholy Word. That basically broke me- not only was holding myself to a good alignment sometimes difficult, but now I could be punished for it? So I made my next character Neutral, deciding I couldn't be bothered with concepts like "good" and "evil". I didn't kick puppies or was particularly selfish, I simply had my own code.

And I experienced no real problems for it.

This does bother me, because I still prefer my characters be virtuous, but if putting "good" on my character sheet only has the potential to make play miserable, then what good is it? Sure, in reality, I would expect good NPC's to react better to good PC's or something, but when you don't see that reflected in play, it's a bit upsetting.

NPC's I encounter care more about your species or what gods you worship than what your given alignment is. A friend of mine created his own system, and it uses elemental alignments that have a fundamental impact on your character's abilities, even giving you a special trait only individuals of that alignment (or alignments, as most characters have two alignments) possess.

It's a lot more fun than any version of alignment I've played with in D&D.
I loathe Alignment as D&D's version of Myers-Briggs Type Indicator.

However, I would be interested in playing a game where alignment actually mattered in terms of actively aligning your character to cosmic forces. Maybe you do have an Alignment score, and doing prescribed things* that advanced the cause of these Forces would move your Alignment score in one way or another. Maybe you could only activate or use certain weapons or artifacts depending on your Alignment score. Maybe it would impact your reaction from NPCs, which could be either positive or negative. An incredibly Good character, for example, may attract powerful forces of evil who want to see them defeated. However, I would probably have characters pick one of five Alignments: Law, Chaos, Good, Evil, and True Balance. Characters could just declare themselves unaligned and do whatever, but then they get none of the benefits, such as powerful alignment-based artifacts.

* For example, your Alignment Good score would go up from defeating demons and devils, destroying evil artifacts, etc.
 

payn

He'll flip ya...Flip ya for real...
I loathe Alignment as D&D's version of Myers-Briggs Type Indicator.

However, I would be interested in playing a game where alignment actually mattered in terms of actively aligning your character to cosmic forces. Maybe you do have an Alignment score, and doing prescribed things* that advanced the cause of these Forces would move your Alignment score in one way or another. Maybe you could only activate or use certain weapons or artifacts depending on your Alignment score. Maybe it would impact your reaction from NPCs, which could be either positive or negative. An incredibly Good character, for example, may attract powerful forces of evil who want to see them defeated. However, I would probably have characters pick one of five Alignments: Law, Chaos, Good, Evil, and True Balance. Characters could just declare themselves unaligned and do whatever, but then they get none of the benefits, such as powerful alignment-based artifacts.

* For example, your Alignment Good score would go up from defeating demons and devils, destroying evil artifacts, etc.
I;ve done this (not the score part I dont think id want that level of granularity). Axiomatic and Anarchistic weaponry can be a lot of fun. Neutrals, of course, get out of it, but get none of the bennies.
 

Voadam

Legend
I think the 3E intention was class based so you had mixed alignment parties. Also, to make some multiclass options difficult to pull off. Whether or not that was a good idea is dependent on the person/group I think. Though, I think everybody agrees the Paladin was too rigid and caused way more problems that it was worth. I say that as a big fan of 3E/PF1.
I think it was more just legacy flavor with a bit of expansion. Monks still had to be lawful, druids expanded from true neutral only to anything with a neutral component. Rangers expanded from any good to any alignment, while paladins retained LG and code requirements.

I remember design discussions at the time saying that the alignment and multiclassing restrictions were there strictly for flavor only and not a balance issue, the classes were designed to be balanced with or without those restrictions.
I think the 5E missed a good opportunity to tie alignment to the BIFTs. Still wouldn't interfere mechanically with any character, but maybe give a little more thought to character personality and morality. Perhaps thats a bad idea too, BIFTs just seemed like a half baked poorly executed idea. Alignment really needed setting and/or modular support but that idea vaporized after 5E launch
They do have a bunch of suggested alignments for every background suggested ideal though. I think that is the best approach for continuing to give alignment as possible roleplay guidance suggestions for those who want it without constraining roleplay or inviting conflict over how players are playing their alignment.

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Aldarc

Legend
I;ve done this (not the score part I dont think id want that level of granularity). Axiomatic and Anarchistic weaponry can be a lot of fun. Neutrals, of course, get out of it, but get none of the bennies.
To me, having an Alignment score would be like Gold for XP. It gives players a clear idea of what sort of things their characters should be doing, how well they are doing it, and the effect that it has on their characters. I'm not sure if I would play this game in D&D or some other game.
 

payn

He'll flip ya...Flip ya for real...
I think it was more just legacy flavor with a bit of expansion. Monks still had to be lawful, druids expanded from true neutral only to anything with a neutral component. Rangers expanded from any good to any alignment, while paladins retained LG and code requirements.

I remember design discussions at the time saying that the alignment and multiclassing restrictions were there strictly for flavor only and not a balance issue, the classes were designed to be balanced with or without those restrictions.
The 3E monk and barbarian can have some combined shenanigans, but then again, there was several other mechanical examples thought to be balanced so the idea does have credence.
They do have a bunch of suggested alignments for every background suggested ideal though. I think that is the best approach for continuing to give alignment as possible roleplay guidance suggestions for those who want it without constraining roleplay or inviting conflict over how players are playing their alignment.

View attachment 340828
Well, it is an example I suppose. However, I find a lot of fault in these statements approach, both with and without alignment. Thats more BIFTs in general. Dont want to bog the thread down in a BIFT chat.
 

payn

He'll flip ya...Flip ya for real...
To me, having an Alignment score would be like Gold for XP. It gives players a clear idea of what sort of things their characters should be doing, how well they are doing it, and the effect that it has on their characters. I'm not sure if I would play this game in D&D or some other game.
I get the concept, I just really dont like scoring systems. Particularly for the idea you mentioned about telling the players what their characters should be doing. I want that process organic, and find XP destroys the very concept. So, its a taste thing for me.
 

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