D&D Combat in the 4th Age
May 4th, 2009Well, I have been selling, and Playing 4th ed for almost a year now, and one of the big arguments / complaints I hear a lot of is, its just like an MMO. Now i play World of Warcraft, and have dabbled in a lot of other MMOs over the years, and as far as I can tell, that assertion does not really make sense. I have combat powers in both games, but they usage mechanic is real time vs. turn based, I am balancing a magic point system, and the powers come back in seconds rather then fights. Honestly, they don’t feel the same, and I never get the same character interaction out of an MMO that I get riffing with my friends on a Saturday night. Recently however, I was chatting with a customer and they made a point I had to think about. They pointed out it does play a whole lot like a Turn Based Tactical RPG like final fantasy tactics or Disgia. You have a set amount of movement a turn, and then the ability, generally to drop one power on an enemy or group of enemies, and then you hop back in the Initiative queue till next turn.Obviously the parallels are never perfect, but I am inclined to think that D&D 4 does play a lot closer to that type of game then it has in previous editions. The power system feels pretty similar and the grid plane just reinforces that feeling. Now personally, I love those kinds of games, so if anything it just gives D&D another spin I enjoy, but I can see why some people might find the new combat system a bit more restrictive then the older editions. The powers system in D&D 4 as written is not helping with this much. For space and simplicity, the powers are almost all written as damage to enemy, plus effect, and then we move on. Now when you start to actually play the game, they blossom with cool effects, and neat combos that build based on your creativity and that of your other party members. Unfortunately, they only work in combat and generally still only hurt / move enemies.
In the interest in exploring if D&D 4 can be all the game I want it to be, I have started looking into other uses for combat powers. I am playing a warlock, so my focus has been on their powers, and I am not having as much luck as I would like. Up through 6th level, the best power I have found for creative uses is Diabolic Grasp. A big demonic fist grabs your foe, sneezes them like a grape, and then yanks them to a position more to your liking. Awesome, but it is still just a combat power. However, when we look at the description, it is a big hand, so why can’t I use it for other things, like pulling the locking bar off a gate, or pulling a barrel or something over on an enemy. I am inclined to think a lot of powers can be used more creatively, but this is not really discussed in the books, as yet, so it is going to be pretty much up to individual players and DMs to find the creative uses for these powers. If Wizards ever finds a way to open up the power system to more creative usage, I think it would go a long way to putting to rest the “it’s like an MMO / Video game” argument. I just wonder if they can do it and still keep the fun fastplay feel of the new system at the same time.
-OuterDork, Dorking out
