Quote:
Originally Posted by Jack99 You haven't played 4e much or at all, have you? You are basing your argument only on theorycraft and what you read others like you (little or no practical 4e experience) rant about on the interweb?
Well, let me repeat what has been said by those who actually play 4e regularly. Dailies are not the limiting factor when debating the 15 minutes day. This doesn't mean that some groups do not chose to stop and rest when they are out of dailies. There are chickens everywhere, not all were meant to play heroes. But it does however mean that a group can easily go on without dailies, fighting interesting and hard fights. Sure, if they run into a n+3 or so, they might be screwed, but those fights are normally fairly rare.
So yeah, they pretty much killed it.
And where is the lack of choice? You must surely mean for the spell-casters, right? |
First off, man, did you even read the rest of my post?
Secondly, I have indeed played
4e. You're not quite grasping what I'm saying. I'm saying that there are hardcoded measures against the fifteen minute work day
as I saw it, which was based around players going and blowing the hell out of the first encounter they see with everything they have, and then sleeping to get it all back.
4e has hard-coded prevention systems around this - you have a much more structured power build up with dailies, encounters, and wills; a 3.5 wizard could have a similar structured system using long term, medium term, and short term spells (A goodly metamagic'd buff can last a couple encounters, summoning/calling outsiders and binding them can give you several days worth of use, or fireball, which can be used once). However, a 3.5 wizard could also just memorize a whole bunch of fireballs become a tactical - or rather, not so tactical - nuke in the first battle. For some people, losing that is a
good thing. For others, it's not.
Honestly, did you read through my post, or jump to a conclusion? I'm
not saying anything bad about 4e. If anything, my post there was praising it.