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<blockquote data-quote="Rechan" data-source="post: 4858993" data-attributes="member: 54846"><p>Simply put, monsters are easy. You can fit them on a 3x5 index card, with ALL the relevant information right there. With DDI (the online thing with Wizards), you can print off the monster statblocks, and boom, you're ready. Monster balance is also easier, because an encounter's challenge is based on a total number of XP worth of the encounter. That way you can build the encounter towards your target number. So, 8 monsters of Party level -4 is equal to three monsters party level+4, or something like that. Monsters are easier to adjust on the fly, and easier to use lower or higher level monsters against your PCs (although you might want to make some adjustments). </p><p></p><p>But, you want to make the case? Okay:</p><p></p><ul> <li data-xf-list-type="ul">In general, the system as a whole is less complex.</li> <li data-xf-list-type="ul">You're less likely to lose your turn because of bad effects. No more save or die effects means that you can't go from full HP to dead/out of the action in one round. Save or Suck (paralysis/stunned/petrification/etc) is also out for the most part (except for Stunning); rarely do you spend your turn sitting out because you failed a saving throw. (In the case of Petrification, you have to fail 3 before you are out).</li> <li data-xf-list-type="ul">Spellcasters are less complicated. Every rule and all the information pertaining to a spell can fit on a 3x5 index card. You no longer have to sift through tons of books to get this spell and that spell, nor keep track of all your spell slots, or deal with preparing for the next day. (Of course, spellcasters work exactly like fighters in terms of , so your fighter players might be surprised with the increase in resource management).</li> <li data-xf-list-type="ul">Healing is better. 1) There are more healers than the Cleric, and they can do it very competently. 2) Classes that heal can heal people + attack + move. No need to be JUST the medic, you can be a medic AND kick ass. 3) You don't have to waste FUN resources to heal - you get a separate amount of healing abilities, that do not cut into your ass-kicking spells. 4) Everyone can heal themselves at least ONCE per fight, and can heal themselves outside of combat.</li> <li data-xf-list-type="ul">Simpler math. Buff spells don't make you recalculate your to-hit and damage and track the duration, etc etc. You just add +x to whatever for this round/the next two rounds/the encounter.</li> <li data-xf-list-type="ul">Fighters can do more than just make attacks; they have more options within their rounds. Spellcasters can still cast spells once they've blown their cool stuff.</li> <li data-xf-list-type="ul">If you played high level, Fighters are no longer eclipsed by wizards; fighters are THE melee class in the game. Every class is balanced against every other class.</li> <li data-xf-list-type="ul">Grapple is simpler. Also, you have a decent chance of escaping a grapple; a monster with the equivalent of Improved Grab isn't going to obliterate you.</li> <li data-xf-list-type="ul">Your class features (like a rogue's sneak attack) work 99% of the time. So a rogue can sneak attack anything he wants. It's also easier to get the opportunity for sneak attack; more ways than merely flanking.</li> <li data-xf-list-type="ul">No empty levels. You get SOMETHING every level. New powers every odd level, and with even levels you get a feat, a +1 to hit/skills, every four levels you get +1 to two stats (and every 10 levels, you get a +1 to all stats).</li> <li data-xf-list-type="ul">Again, you rarely have to reference the book; almost all the information you need with regards to any ability can fit on a 3x5 index card. You will have to reference conditions (until you memorize them), but otherwise, all the relevant info is there.</li> </ul></blockquote><p></p>
[QUOTE="Rechan, post: 4858993, member: 54846"] Simply put, monsters are easy. You can fit them on a 3x5 index card, with ALL the relevant information right there. With DDI (the online thing with Wizards), you can print off the monster statblocks, and boom, you're ready. Monster balance is also easier, because an encounter's challenge is based on a total number of XP worth of the encounter. That way you can build the encounter towards your target number. So, 8 monsters of Party level -4 is equal to three monsters party level+4, or something like that. Monsters are easier to adjust on the fly, and easier to use lower or higher level monsters against your PCs (although you might want to make some adjustments). But, you want to make the case? Okay: [LIST] [*]In general, the system as a whole is less complex. [*]You're less likely to lose your turn because of bad effects. No more save or die effects means that you can't go from full HP to dead/out of the action in one round. Save or Suck (paralysis/stunned/petrification/etc) is also out for the most part (except for Stunning); rarely do you spend your turn sitting out because you failed a saving throw. (In the case of Petrification, you have to fail 3 before you are out). [*]Spellcasters are less complicated. Every rule and all the information pertaining to a spell can fit on a 3x5 index card. You no longer have to sift through tons of books to get this spell and that spell, nor keep track of all your spell slots, or deal with preparing for the next day. (Of course, spellcasters work exactly like fighters in terms of , so your fighter players might be surprised with the increase in resource management). [*]Healing is better. 1) There are more healers than the Cleric, and they can do it very competently. 2) Classes that heal can heal people + attack + move. No need to be JUST the medic, you can be a medic AND kick ass. 3) You don't have to waste FUN resources to heal - you get a separate amount of healing abilities, that do not cut into your ass-kicking spells. 4) Everyone can heal themselves at least ONCE per fight, and can heal themselves outside of combat. [*]Simpler math. Buff spells don't make you recalculate your to-hit and damage and track the duration, etc etc. You just add +x to whatever for this round/the next two rounds/the encounter. [*]Fighters can do more than just make attacks; they have more options within their rounds. Spellcasters can still cast spells once they've blown their cool stuff. [*]If you played high level, Fighters are no longer eclipsed by wizards; fighters are THE melee class in the game. Every class is balanced against every other class. [*]Grapple is simpler. Also, you have a decent chance of escaping a grapple; a monster with the equivalent of Improved Grab isn't going to obliterate you. [*]Your class features (like a rogue's sneak attack) work 99% of the time. So a rogue can sneak attack anything he wants. It's also easier to get the opportunity for sneak attack; more ways than merely flanking. [*]No empty levels. You get SOMETHING every level. New powers every odd level, and with even levels you get a feat, a +1 to hit/skills, every four levels you get +1 to two stats (and every 10 levels, you get a +1 to all stats). [*]Again, you rarely have to reference the book; almost all the information you need with regards to any ability can fit on a 3x5 index card. You will have to reference conditions (until you memorize them), but otherwise, all the relevant info is there. [/LIST] [/QUOTE]
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