Lord Vangarel
First Post
After the end of our last session our group has pretty much decided that 4E wasn't the game for us. Having given the system 6 months playtime, 1 session a week of 3-5 hours we've started to see a lot of repetition in the system and combats are taking way to long so we're now looking at alternatives.
Some of the things in 4E I think are truly great, for example encounter balance design, and differences in monsters abilities, minions, as well as class balance. I also like some of the powers that non spellcasters get, however we'd started to feel like we were playing a tactical skirmish game with limited options. A couple of the players had reached the stage where every combat was a sequence of similar powers, one was a ranger and used twin shot all the time as it was stat wise the best choice. Also they'd got to the stage where they could spot the exact round a fight changed from going either way to an ok we've won now we just have to spend the next 30 minutes grinding the opponents down.
As regards looking at options I personally don't want to return to 3E, I'm the DM mostly and it's just too much work. We're going to try out three systems in our next session combat wise to see how they play. We're looking for a game where combats are fast, we don't want to spend half the session on every fight and flexibility is a must as one of the player's likes experimenting. The options are Castles and Crusades, WFRP2, and Earthdawn.
We've played WFRP2 before and generally liked it, although I have some reservations regarding the end point of characters careers, everyone seems to end up as a champion. C&C hasn't been played before but is very similar to D&D with less rules, and Earthdawn is a system I've had sitting on my shelf for 20 years and never played but seems similar to D&D in theme.
Anyway just lamenting the seeming demise of our 4E game.
Some of the things in 4E I think are truly great, for example encounter balance design, and differences in monsters abilities, minions, as well as class balance. I also like some of the powers that non spellcasters get, however we'd started to feel like we were playing a tactical skirmish game with limited options. A couple of the players had reached the stage where every combat was a sequence of similar powers, one was a ranger and used twin shot all the time as it was stat wise the best choice. Also they'd got to the stage where they could spot the exact round a fight changed from going either way to an ok we've won now we just have to spend the next 30 minutes grinding the opponents down.
As regards looking at options I personally don't want to return to 3E, I'm the DM mostly and it's just too much work. We're going to try out three systems in our next session combat wise to see how they play. We're looking for a game where combats are fast, we don't want to spend half the session on every fight and flexibility is a must as one of the player's likes experimenting. The options are Castles and Crusades, WFRP2, and Earthdawn.
We've played WFRP2 before and generally liked it, although I have some reservations regarding the end point of characters careers, everyone seems to end up as a champion. C&C hasn't been played before but is very similar to D&D with less rules, and Earthdawn is a system I've had sitting on my shelf for 20 years and never played but seems similar to D&D in theme.
Anyway just lamenting the seeming demise of our 4E game.
