My group played 4e from before the books came out, when all we had was keep on the shadowfel, we had a lot of fun learning the new system, but we didn't play constantly at the time so progress was a bit slow. We were starting thunder spire when phb 2 came out.
This was the beginning of the end for my group. One player noticed the races were more designed around certain classes to make them more powerful than starting ones, also turns out the monsters above 6th level in monster manual 1 had bad math. Players started getting overwhelmed when I bought a new book jog options every time we played, each book making the players more and more superior to the monsters in the modules I was running. And pyramid of shadows, partway through the first floor, no one wanted to play it ever again.
I talked them into trying a new game not a mod starting back at level 1 and once phb 3 was issued, and the group got to level 7 it died and has never been resurrected.
I bought essential books today because my local gaming store changed their 1/2 price 4e books sale to a 1/4 price 4e sale so I got all of essentials for 20 dollars.
Y
I might be wrong, I have read the books for like 3 hours so far, that's all of my experience. What do you think here.
There are a few questions I have I want to ask, this is a friendly forum, no fighting please. I want to try 4e again fighting with me and calling my idea of fun stupid would turn me off of the game not make me see that your way is superior.
So,
1. Is the power level actually stable
2. Is it hard to run essential style only content
3. The cleric, and wizard only have 2 and 3 magic specialties, are there ways of adding more domains and schools with out tilting the game to the direction I have seen before
4. The game seems to level fairly quickly from my experiences, while we didn't have much time to play back then, we all felt a little odd gaining 3 levels in 1 dungeon that is only 2 levels deep.
Do you have any other constrictive ideas to help our group get into DnD now if we want, classes to feel unique (my players complained pre essentials characters felt a bit to similar) options to be present but not so abundant no one knows whats in the game, and allows the game to keep its challenge with out work arounds I read about before (ie, always double the exp budget to make encounters more appropriate for the characters). I appreciate all the help. Thank you.
This was the beginning of the end for my group. One player noticed the races were more designed around certain classes to make them more powerful than starting ones, also turns out the monsters above 6th level in monster manual 1 had bad math. Players started getting overwhelmed when I bought a new book jog options every time we played, each book making the players more and more superior to the monsters in the modules I was running. And pyramid of shadows, partway through the first floor, no one wanted to play it ever again.
I talked them into trying a new game not a mod starting back at level 1 and once phb 3 was issued, and the group got to level 7 it died and has never been resurrected.
I bought essential books today because my local gaming store changed their 1/2 price 4e books sale to a 1/4 price 4e sale so I got all of essentials for 20 dollars.
Y
I might be wrong, I have read the books for like 3 hours so far, that's all of my experience. What do you think here.
There are a few questions I have I want to ask, this is a friendly forum, no fighting please. I want to try 4e again fighting with me and calling my idea of fun stupid would turn me off of the game not make me see that your way is superior.
So,
1. Is the power level actually stable
2. Is it hard to run essential style only content
3. The cleric, and wizard only have 2 and 3 magic specialties, are there ways of adding more domains and schools with out tilting the game to the direction I have seen before
4. The game seems to level fairly quickly from my experiences, while we didn't have much time to play back then, we all felt a little odd gaining 3 levels in 1 dungeon that is only 2 levels deep.
Do you have any other constrictive ideas to help our group get into DnD now if we want, classes to feel unique (my players complained pre essentials characters felt a bit to similar) options to be present but not so abundant no one knows whats in the game, and allows the game to keep its challenge with out work arounds I read about before (ie, always double the exp budget to make encounters more appropriate for the characters). I appreciate all the help. Thank you.