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<blockquote data-quote="Blackbrrd" data-source="post: 5902395" data-attributes="member: 63962"><p>What I don't like with 4e is that there is so much of everything. I don't think that any 4e item is worth remembering. In earlier editions, especially before 3e every item was memorable. Getting a flame tongue sword was huge! In 4e getting a magic item is something expected of the game system. In earlier editions it was something magical!</p><p></p><p>If a game is presented as a excel spreadsheet it's going to with clear precise rules for many specific situations you aren't going to look at the game going: "What can I do?", but more "What can I do within the rules?".</p><p></p><p>Moving items from the DMG to the PHB takes the game even further into this direction. Now it feels like items are something you can demand and you are expected to have them. </p><p></p><p>I really liked how 4e took away the pure randomness of pre 4e combat where anything could happen in any combat, with save-or-die spells, crits that did 100 damage or traps that could crush you.</p><p></p><p>The cost of 4e's combat came at the expense of a very clear set of rules and mechanics that made the game feel like a tactical boardgame. It's a good tactical boardgame, but it doesn't feel like a role-playing game.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 5902395, member: 63962"] What I don't like with 4e is that there is so much of everything. I don't think that any 4e item is worth remembering. In earlier editions, especially before 3e every item was memorable. Getting a flame tongue sword was huge! In 4e getting a magic item is something expected of the game system. In earlier editions it was something magical! If a game is presented as a excel spreadsheet it's going to with clear precise rules for many specific situations you aren't going to look at the game going: "What can I do?", but more "What can I do within the rules?". Moving items from the DMG to the PHB takes the game even further into this direction. Now it feels like items are something you can demand and you are expected to have them. I really liked how 4e took away the pure randomness of pre 4e combat where anything could happen in any combat, with save-or-die spells, crits that did 100 damage or traps that could crush you. The cost of 4e's combat came at the expense of a very clear set of rules and mechanics that made the game feel like a tactical boardgame. It's a good tactical boardgame, but it doesn't feel like a role-playing game. [/QUOTE]
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