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Crash Course in 4th ed.
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<blockquote data-quote="WSmith" data-source="post: 5118777" data-attributes="member: 106"><p>Well, let me put something to bed. I have no idea how anyone saw anything negative in my original post. I was just saying that I am very familiar with older editions and very comfortable with those. While I will admit there are some things that don't appeal to me about the presentation of 4e, the whole reason I said I would run D&D Encounters is cause I want to try a game of something different. If I thought I wasn't going to like it from the get go or the game was predestine to fail, I would have never bothered volunteering to run it. This game will succeed cause regardless of edition, I will rock the dungeon <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. I was just painting the picture of a guy that has been doing something one way for so long that he needs a little advice on how an old dog can learn new tricks. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> That's all. </p><p></p><p>Crash Breedo, that is exactly how I view it. A different game with different feel and rules. </p><p></p><p>I love describing combat, but that is still good advice for all editions and games... especially in Hackmaster when critical hits are so brutal. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Henry, good to hear from you again. Thanks for the links. I will check them out. </p><p></p><p>I have been reading the rules. I am not a fan of the presentation, but when I extract the rules, they don't seem complicated at all. Saying that I can see how keeping track of conditions could get messy fast. I have seen a lot of tips on how to keep track. </p><p></p><p>The one thing that I think I will enjoy (can't confirm until I actually play it) is that a lot of the onus has been put on the players. You don't need to know all the rules all the time as a DM. If a player wants to use a power, you can refer to the card and make a decision. Years ago I would have scoffed at cards for RPGs but over time I have read about guys making them for magic items and spells and warmed up to the idea. Now, I think it's a good addition. With the power cards, and a little trust of course, <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I can let the players do a lot of the calculations. </p><p></p><p>I got the DM screen yesterday. The impression I got is that I could run this game with only the screen handy cause it looks like it has all the rules needed. Is that a good assumption?</p></blockquote><p></p>
[QUOTE="WSmith, post: 5118777, member: 106"] Well, let me put something to bed. I have no idea how anyone saw anything negative in my original post. I was just saying that I am very familiar with older editions and very comfortable with those. While I will admit there are some things that don't appeal to me about the presentation of 4e, the whole reason I said I would run D&D Encounters is cause I want to try a game of something different. If I thought I wasn't going to like it from the get go or the game was predestine to fail, I would have never bothered volunteering to run it. This game will succeed cause regardless of edition, I will rock the dungeon :). I was just painting the picture of a guy that has been doing something one way for so long that he needs a little advice on how an old dog can learn new tricks. :) That's all. Crash Breedo, that is exactly how I view it. A different game with different feel and rules. I love describing combat, but that is still good advice for all editions and games... especially in Hackmaster when critical hits are so brutal. ;) Henry, good to hear from you again. Thanks for the links. I will check them out. I have been reading the rules. I am not a fan of the presentation, but when I extract the rules, they don't seem complicated at all. Saying that I can see how keeping track of conditions could get messy fast. I have seen a lot of tips on how to keep track. The one thing that I think I will enjoy (can't confirm until I actually play it) is that a lot of the onus has been put on the players. You don't need to know all the rules all the time as a DM. If a player wants to use a power, you can refer to the card and make a decision. Years ago I would have scoffed at cards for RPGs but over time I have read about guys making them for magic items and spells and warmed up to the idea. Now, I think it's a good addition. With the power cards, and a little trust of course, :) I can let the players do a lot of the calculations. I got the DM screen yesterday. The impression I got is that I could run this game with only the screen handy cause it looks like it has all the rules needed. Is that a good assumption? [/QUOTE]
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