DnD 4 vs DnD 3.5

Recommended Videos

Zechnophobe

New member
Feb 4, 2010
1,077
0
0
I've been meaning to talk about this for a while. I've run about 13 levels worth of DnD 4 now (starting at level 1 to level 13), as a DM, and have done more 3.5 by far. I didn't really go into this with any bias as far as I know, but now that I've got so much experience under my belt (not infinite, but enough to make some good opinions) here are my thoughts:

1) DnD 4 Item system is really boring

This is unfortunate to me as a DM, but there it is. The balancing of the game is so rigid that very few of the items from the books are all that exciting. The original release with 'Daily Item Powers' being a weirdly limited resource was also really convoluted. The fact that as you level, you don't get 'new items' you just get slightly stronger versions of existing ones is also annoying. If I want fun itemization I need to do it myself.

2) DnD Crit system is rather a mess.

So, they had a really good idea with the 'crit just does max damage' thing. It simplified the issue and gave you a nice baseline to figure out how much damage you dealt without rolling. It was elegant, even if less impressive than previous versions crit system.

Unfortunately it was no doubt pointed out during early playtest that crits make little difference as you get further into the game. 1d6 + 15 damage isn't really much better on a crit. And so we give items an additional die roll for crits for even more damage... but now we've completely lost the elegance of the original concept. Telling a player "You crit, it deals max damage!" and then followed with "Well, except you do 2d6 more, no you have to roll that." To make matters even less interesting, you don't have many ways to improve crit chance, making them even less of an interesting aspect of the game.

3) Durations in 4e are inscrutable.

This is the one that really kills me, as a DM. Once again, someone had an honestly good idea in trying to simplify the duration of effects in the game. But by reducing them to 'until end of turn' or 'until end of encounter' you suddenly start having to keep track of many more. Because MOST are 'until (beginning) of this (target's) next turn', you have to constantly be keeping track of them.

And lets talk about 'save ends'. Another simplified concept that could have worked great, except for the fact it doesn't. The difference between 'save ends' and 'end of turn' is potentially huge. In fact, it is so polar in its POTENTIAL that you have to be VERY careful with 'save ends'. Stunned, save ends, could mean that the person does nothing for 4 turns. It isn't even THAT unlikely. So what if it means 2 turns on average. The idea of a few poor rolls completely killing a party or player is really terrible.

Not only that, but We aren't just happy with Save Ends. We add 'after effect' to make more complicated things occur. Or 'after failing the first save' type of things. Yes, we have now made the effect MORE cumbersome than it was originally. The DM needs to remember to make the save (especially for the monsters) and then has to remember the aftereffect, and if the effect changes based on serial fails. Holy jesus!

4) Gameplay is more tactical 4e

By having better defined roles in the game, the capabilities of each class are greatly increased. There are generally more options for each class to level up with, barring pure spell caster, which feel oddly castrated. The types of effects in the game are much more closely tied with actual needs in combat.

5) Move, Minor Standard is a win

3.5 definitely had a harder time communicating how much you could do in a turn, ESPECIALLY for monsters. The standardized action system helps a bunch by codifying all possible actions. Well, except for interrupts. Those are the dirty little secret of the system since it is actually "Move, Minor, Standard, Immediate" and we just don't talk about the last one.

The only glaringly missed opportunity here, is that there aren't enough cool things to do with minors. A few more 'standard' minor actions in the game would have made players more rarely have the feeling they were wasting some of their action.

6) Daily, At-will, Encounter... Utility?

It makes me sad to say it, but this just doesn't work out right. Not only do they have to constantly special case and break their rules, but they also had weird restrictions based on the effects. Why do you only get at-wills at the start of the game? Why do we label powers 'utility' powers? The number of times I've had to help someone figure out how often they can Use a Utility power is really high.

Also, by making things Once per encounter, or any number of times per encounter, we lose a level of granularity that would be nice. It is worse because of the duration situation as per my previous point. Encounter powers CANNOT HAVE 'until end of encounter' effects, because you would be able to get them during all encounters all the time, which removes the point of having a duration. So they always have at best 'save ends'.

7) Too Many Feats

I can hardly believe I'm typing this, but it's true. Going through the list of feats trying to pick one is extremely arduous if you care even a little bit. This is made worse because of how many TERRIBLE feats there are. By the time someone is choosing from the Paragon list of feats, they have more than 200 to choose from! TWO HUNDRED! And since you get so many of them, very few of them are all that much of a stand out, and most require you to remember that you have them so you can use them in combat. For experienced gamers like myself, it isn't too bad. But neophytes were having a really hard time with it.

8) Much better Monsters

4e has some weakness, but interesting monsters isn't one of them. I felt it was much MUCH easier to just pick up monsters out of books if I needed to, and play them. This is by far the biggest win of the Edition, especially as DM i concerned. I normally make my own monsters, but having the option of using a mix of off the shelf and home grown was very nice. They also were designed for a variety of tasks so there was almost always something I could use, or at least be influenced by.



Conclusion

Some good, Some bad. It was a nice change of pace, and I'm not sure if I would 'go back' to a previous version, and I'm also not sure I want to have to teach my play group another thing. So I might stick with it.

I do wish they'd done a fair bit better though.
 

Hiphophippo

New member
Nov 5, 2009
3,509
0
0
4.0 gets a lot of shit, but every new edition always will. I still maintain it's better for new players whereas, if you want 3.5 DnD you're better off just playing pathfinder.

That said...Chaosium Call of Cthulhu for me. :p
 

Catalyst6

Dapper Fellow
Apr 21, 2010
1,362
0
0
I haven't really gotten into 4e since I can't afford the book and don't really have people to play with. That being said, the problems with one will always carry over. For example, the 200 feats might be daunting, but I'm betting that there's only a few that are really *needed* with a bunch of them being more optional.

Just remember Rule 0. If you and your players don't like something, don't play with it! The game is supposed to be fun, and there's no shame in using house rules.
 

Kwaren

New member
Jul 10, 2009
1,129
0
0
I have played both. 4th felt very dumbed down and I didn't like the lack of customization. I will be sticking to 3.0 and 3.5. (and Shadowrun)
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
10,312
0
0
3.5 is the Final Fantasy (The old ones when the series was good) to 4.0's Fire Emblem.
 

Hiphophippo

New member
Nov 5, 2009
3,509
0
0
Kwaren said:
I have played both. 4th felt very dumbed down and I didn't like the lack of customization. I will be sticking to 3.0 and 3.5. (and Shadowrun)
You should look into the Pathfinder game. It's basically DnD 3.75. It's everything 3.5 wishes it was.

But I'd never fault a fellow tabletop gamer for playing Shadowrun. Ever.
 

Lullabye

New member
Oct 23, 2008
4,425
0
0
Hiphophippo said:
Chaosium Call of Cthulhu for me. :p
Omg i just started this....My DM said I can have Cthulu as a summon if I tame him. Needless to say I'm going to die trying.....
 

Nigh Invulnerable

New member
Jan 5, 2009
2,500
0
0
I'm pretty heavily invested in 3.5 materials at this point, so I've really only played 4th edition on a few occasions. My general impression is that while the system has "balanced" the classes, there was no need to do this. Sure, a well prepped cleric or wizard could do a ton more damage than a fighter/warrior type in 3.5, but once that wizard/cleric's spells wear off or get canceled, they're hosed. A cleric with his/her spells negated is a poor man's fighter, what with the middle of the road Base Attack and lack of feats. A wizard with magic sapped or negated is basically just a stone for the rest of the party to protect. A good DM will prevent players from simply doing the "We rest and recharge spells" with a nicely timed "random" encounter or putting the adventure in a place where a good night's rest is not possible. Give the players a time limit or something too, then they can't just rest when they're out of spells and it encourages the spellcasters to diversify their spell selection.

Sorry for the rant. 4th ed is decent at keeping things balanced, but I feel like forcing balance onto the players via the rules system is only necessary when the DM can't keep adventures geared towards his/her party.
 

Hiphophippo

New member
Nov 5, 2009
3,509
0
0
Lullabye said:
Hiphophippo said:
Chaosium Call of Cthulhu for me. :p
Omg i just started this....My DM said I can have Cthulu as a summon if I tame him. Needless to say I'm going to die trying.....
Needless to say, I feel that's incredibly "out of spirit" of the concept of the game but hey, it's you guys' fun and time. Tame the shit out of him.

Side note: Dying in Call of Cthulhu is in no way "out of spirit" of the game. It IS the game.

Have fun man.
 

Nigh Invulnerable

New member
Jan 5, 2009
2,500
0
0
Kwaren said:
I have played both. 4th felt very dumbed down and I didn't like the lack of customization. I will be sticking to 3.0 and 3.5. (and Shadowrun)
Ah yes, customization. That is something I found lacking with 4th ed too. Sure, I can pick some random feats and skills for my fighter/wizard/whatever, but there definitely seem to be builds that are the "right" way to go for maximized effectiveness in combat (or whatever your focus is).
 

octafish

New member
Apr 23, 2010
5,137
0
0
No THAC0, no D&D. 2nd Edition all the way. I always prefered MERPS anyway...

...I feel old now.
 

Laser Priest

A Magpie Among Crows
Mar 24, 2011
2,013
0
0
I'm currently in a campaign and the DM has made it a combination of the systems of different version's systems.

It's nice except for the burrowing monsters that attack us every time we travel.
 

ThePerfectionist

New member
Apr 5, 2010
162
0
0
I've only played 3.5 and I love it, but it's certainly not without its flaws. I've looked through the 4.0 books (and one major advantage 4.0 has is that it's WAY better looking than 3.5), and for the most part I've agreed with the consensus that it feels too streamlined. 3.5 may have a little too much content to anyone to comfortable swallow within a lifetime, but at least that way you never get bored.

One thing I'm going to suggest to my group is the implementation of the variant rules Defense Bonus and Armour as DR in Unearthed Arcana. If you ask me, those should be freaking standard. Make so much sense.
 

Aerakade

New member
Aug 15, 2008
47
0
0
I play/have played/run a ton of table top RPGs (including Shadowrun and Call of Cthulhu- with much love to both of those)

Like the OP, I played a helluva lot more 3.5/3 and the earlier versions than 4th. And I generally feel 3.5 is my favorite. (Never played Pathfinder- but heard great things)

I think that the items being boring can be pretty open to the person- I know one of my pals said the same thing about 3rd edition saying AD&D had more flavor for its items. I've had players really enjoy 4th ed items but I generally find myself agreeing with the original poster.

I would like to add that one of my favorite things about 4th edition also revolves around the items; they're in the players hand book. 90% of people I've played with that never DMd would only by the player s handbook, so having someone who would be willing to look into possible items to buy but not really having the option could slow the game down when the players came back to town loaded with money but not knowing what was available.

It's been awhile since I played/ran it- but I think that their are 2nd tier (not heroic the next one- whatever it is) feats that open up more crit range- I might be wrong though. I didn't have a big problem with critical hits in the new system. While doubling the damage can be more exciting than an auto max I think it more than makes up for having those fun times when you critical and roll snake eyes always took the joy out of it. Save ends can be weird but I used an excel spreadsheet (I'm a loser) to keep up with monster stats including bloodied/hit points/conditions. For player characters I'd through them a note card that says "stunned/Save ends" etc to place over their character sheet. It also helps with multiple conditions.

I agree with comments 4-8 almost entirely.

I'd like to add that I also really REALLY enjoyed the inclusion of minions. Having extra troops to add numbers to make those epic battles just so, without having annoying stats for each orc needing to be all fleshed out in case the barbarian decides to grapple one (god help us).

The biggest deal breaker for me with 4th is multi-classing. I liked the mutt sorcerer/thief/fighters.

Another big perk for me was the way they changed how you measure the map. I'm no mathlete- but I get by but I've always had players (smart people I might add) get complete hung up on moving diagonally "so it's 5...10...20?" No no no. I also thought it was very smart of WoTC to change the shape of spells so that we're no longer putting circles into square holes. Drawing a fireball on a map filled with squares and then saying "well, the circle sort of goes through you space, so you get a bonus on saves...I guess" ...yuck.
 

superbleeder12

agamersperspective.com
Oct 13, 2007
864
0
0
I've played a lot of 3.5, and a little bit of 4.0.

4.0 feels too much like a miniatures combat game. While I guess thats a good thing, to get rid of all the flavor and background stuff, leaving it up to the players to come up with their own content may be good; I enjoy reading and experiencing worlds others have built.

If you look at it, 3.0 and 3.5 have a lot of parables to Everquest; whereas 4.0 obviously gets its basis out of World of Warcraft.

One thing that irks me is they really stripped out a lot of the variety of the classes. Now every class feels like a jack of all trades. I enjoyed playing wizards and bards. Now, it seems like all classes scale equally. While in 3.5, wizards progressed in a parabolic curve in terms of power, fighters progressed more evenly, and rogues' progression was erratic. I enjoyed that dynamic. Whereas one encounter, the fighter was saving the wizard's ass, the next encounter after leveling, the wizard blasted everything.

I also really don't like how they got rid of the vance casting system. Sure it was archaic, but it added another sense of depth and strategy to the game. And you could really tell how a player played their character by the spells he took. A wizard can go all buffs and help the party, or they can go all blasting and kill everything, or they could be a utility, and instead of having to go through the tower, just cast mass fly and everybody gets to the top no problem.
 

GotMalkAvian

New member
Feb 4, 2009
380
0
0
3.5 was fun, but I'm willing to take all of 4.0's flaws for the vastly improved combat mechanics. I personally have a blast with my characters' various powers and the ways that these powers can synergize with other characters' powers; it's certainly a lot more fun than "I run up and hit the monster" or "I stand still and get to hit the monster twice!"

I've heard a lot of complaints about the lack of customization and roleplaying ability in 4.0, but I think all of that falls squarely on the shoulders of the DM and players. For my part, I love 4.0, and can't see myself going back to an earlier system.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
I have no interest in 4th. However, regardless of preference, in reality, the rules are just guidelines and suggestions. If I did stat DMing 4th edition, I would likely just add LE and CG, and change accordingly. I also would probably use the 3.5 crit system, just because Im used to it more. As long as all players are on board, you can change anything that doesnt work. I for example, actually ignore alot of rules I dont like in 3.5. I dont like making people spend XP much, except for logical reasons, or for certain things that just are too powerful. (rechnically, alot of things that make you spend xp, should give, if xp is supposed to be all things you know, practice makes perfect) Stuff like wish though, I realize the need for significant cons.
 

Zechnophobe

New member
Feb 4, 2010
1,077
0
0
octafish said:
No THAC0, no D&D. 2nd Edition all the way. I always prefered MERPS anyway...

...I feel old now.
Uggh, as game mechanics go, THAC0 is completely retarded. It derives the exact same information as d20 to hit does, except that you want low numbers instead of high ones in your stat table.

So, if I have 10 THAC0 I need to roll a 10 to hit someone with 0 AC. Er, but then I need to modify it by their AC, so I need to know they have 4 AC, so I then SUBTRACT that from what I need, so... I'll hit on a 6. 10 - 4 = 6

In D20 you instead say that you have a +10 Attack. If the enemy has 16 AC, you need to roll a 6, since 6 + 10 = 16.

You can express anything in THACO in d20 style, including any possible 'deltas' that could arrive.

Sorry, but this is a personal sore point that I always feel I need to rant about.
 

darkcommanderq

New member
Sep 14, 2010
239
0
0
How about neither since both are pretty terrible compared to real systems like white wolf, anima or rouge trader.

I really hate D20 with a passion. lol....
 

Mailman

New member
Jan 25, 2010
153
0
0
I liked both 3.5 and 4.0 edition. The only difference I could tell is that 4.0 goes a bit faster. I just wish I could play it since my normal gaming group has vastly differentiating schedules. I haven't played in more than a year.