Greg M.
said: Just curious and this might not be the best place for it but as a DM who has really only run in 2nd edition and prior what are y'all's thoughts on DMing 3.5 and 4e? Are their advantages to one or the other? Mechanically speaking I know they are different but as story telling goes does one system or the other aid you in a way you find it "your" system? The major difference in DMing between 3.x and 4e is that 4e operates around the fundamental adventure unit of the "encounter", which no previous edition really did before, and 4e completely separates player capabilities from NPC capabilities. 3.x used encounters *somewhat* with the CR system, but not to the same extent, and not in quite the same refined manner (largely because the CR system was almost *painfully* vague and had no real guide). In 4e, you can't really effectively run an adventure where players are sneaking into an orc fortress, trying to keep silent and quickly and quietly killing guards, lest they wake up the inhabitants and end up massively overwhelmed (well, you *can*, but it would be run as a skill challenge rather than a combat encounter). This is because 4e just runs individual encounters that don't work well when they're forced to move from one to the next very quickly; it's assumed that characters will get their short rests (i.e. 5 minute break) between fights, which 3.x doesn't require and, often, actually ends up trying to minimize. Basically, you can't really do a long series of tiny little micro-combats in 4e because the game wasn't designed to do that. 3.x has a more freeform encounter design that allows you to design encounters in almost any feasible manner. As to the NPC v. PC dichotomy, 3.x essentially has monster hit dice behaving as something roughly equivalent to levels (they affect saves, attack bonuses, feats, skills, etc.) and, when creating traditional non-monster NPCs (and even "special" versions of nominal monster PCs), you add player class levels (or sometimes the NPC specific "classes" that are designed to be downgraded versions of the player classes, for stuff like smiths, generic guards, and goblin/orc/etc. shamans). NPCs follow, essentially, the same construct as players do, which is laudable because it creates a certain degree of consistency, even if it does create some problems in game balance (because the "dragon" creature type is *way* better than anything else and there are no guidelines *at all* for NPC capabilities, like attacks, damage, spells, AC, etc.). 4e, on the other hand, maintains only the same fundamental interactive systems between NPCs and PCs: attack rolls, movement, attack types, etc. PCs gain powers, which are either at-will, daily, or encounter; paragon paths and epic destinies with player class unique capabilities; defenses that scale with gear and attributes; damage based upon weapons, gear, feats, etc.; healing surges for limited bursts of large amounts of healing; plenteous action points; and a whole slew of other player unique resources and constructs. NPCs, on the other hand, have their damage, defenses, hit points, and the like determined by the combination of generic role (i.e. NPC "classes" that are completely different and more general than the player classes; e.g. Lurker, Soldier, Brute, Skirmisher, Controller, Artillery) and level. On top of that, monsters have a further differentiation based upon whether they are intended to be Minions (massive hordes of easily killed monsters; i.e. orcs when you're level 6-8), Standard, Elite (stronger than normal; e.g. the orc warlord leading his horde of orcs into battle alongside him), or Solo (designed to be an encounter all on their lonesome; e.g. a dragon or beholder). In addition, rather than having at-will, encounter, and daily powers, NPCs have at-will, recharge (which recharge either upon certain conditions, like being reduced to half hp, or at intervals determined by rolling a d6 at the start of every turn to get over a certain goal number for said power), and encounter powers. Essentially, unlike 3.x, 4e uses a completely different construct for creating NPCs that is very well defined and completely different from the system used by PCs, with the only similarity being the combat system itself. One of the other little differences that I, as a GM, thoroughly enjoy, was the addition of skill challenges to 4e, which are essentially "combats" run using skill checks rather than attack rolls, with an abstract goal rather than specific monsters to defeat. The system is, in its default form, pretty flawed because it's really a system that hadn't been worked on particularly much, but the later variations and refinements on the system into 3 types of skill challenges (open ended, failure into combat, and dis/advantage skill checks) really make it work out well. This gives the GM a framework to specifically create explicit non-combat conflicts/event and reward them in the appropriate manner. Examples include negotiations with powerful entities (i.e. kings, dragons, etc.), escaping a room sized trap (i.e. the garbage compactor in Star Wars: A New Hope), navigating across a wasteland, or any other situation whether the players are in conflict with *something* but they're not explicit fighting it and it's dramatic/involved enough that you don't want to just have it be based upon a single roll. 3.x has the "complex skill check" system which is similar but not refined to the same level and doesn't have the same reward/difficulty structure attached to it.