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<blockquote data-quote="beepeearr" data-source="post: 5902837" data-attributes="member: 20548"><p>4e powers were quite simply put, boring and repetitious. It was too easy to miss a keyword here or there or a to hit bonus, or an indention and realize you had a power that worked completely different than the way you thought it did, or forget which class a power belonged too. 4E did some good things on the DM side, but man did it create a ton of redundant almost identical powers. The individual powers mights have been fine, but there was just so many of them that they became such a tedious read.</p><p></p><p>Previous editions were better at grabbing your attention, and much easier to read, but it would be nice to somehow keep the actual rules bit separate when there is a lot of prose or fluff, the 3e sleep spell was ok, I remember 2e needing some separation of rules and prose though.</p><p></p><p>One of the nice things about previous editions was sleep was sleep, not a handful of slightly different abilities. </p><p></p><p>I really like the approach Mutants and Masterminds 3e took with powers broken down into effects and then you build your powers from those effects. Basically it still opens up the game to having unique powers, but without having rulebook upon rulebook of named powers most just slightly different from other named powers.</p><p></p><p>Then the Players handbook could be the effects in straight forward terminology, and save the prosey descriptions for sample character write ups, monster manuals and adventures. Oh well never going to happen, but I would have been way more excited if WotC had brought back Steve Kenson instead of Monte Cook.</p><p></p><p>WotC needs to launch the next edition with a great adventure though whatever writing style they choose for the rules. Its the adventures that people will remember in 10 years not "Hey, remember how they changed the wording of sleep that one time"</p></blockquote><p></p>
[QUOTE="beepeearr, post: 5902837, member: 20548"] 4e powers were quite simply put, boring and repetitious. It was too easy to miss a keyword here or there or a to hit bonus, or an indention and realize you had a power that worked completely different than the way you thought it did, or forget which class a power belonged too. 4E did some good things on the DM side, but man did it create a ton of redundant almost identical powers. The individual powers mights have been fine, but there was just so many of them that they became such a tedious read. Previous editions were better at grabbing your attention, and much easier to read, but it would be nice to somehow keep the actual rules bit separate when there is a lot of prose or fluff, the 3e sleep spell was ok, I remember 2e needing some separation of rules and prose though. One of the nice things about previous editions was sleep was sleep, not a handful of slightly different abilities. I really like the approach Mutants and Masterminds 3e took with powers broken down into effects and then you build your powers from those effects. Basically it still opens up the game to having unique powers, but without having rulebook upon rulebook of named powers most just slightly different from other named powers. Then the Players handbook could be the effects in straight forward terminology, and save the prosey descriptions for sample character write ups, monster manuals and adventures. Oh well never going to happen, but I would have been way more excited if WotC had brought back Steve Kenson instead of Monte Cook. WotC needs to launch the next edition with a great adventure though whatever writing style they choose for the rules. Its the adventures that people will remember in 10 years not "Hey, remember how they changed the wording of sleep that one time" [/QUOTE]
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