theuglyamerican
First Post
As a brief explanation, played D&D, adopted 1E when it came out, moved to 2E, and then abandoned the game for other systems until the advent of Pathfinder, when I returned and found myself delighted by the plucky underdog poking Hasbro in the eye with a sharp stick. So I missed the rollout of 3.X and view this all through Paizo-colored glasses. Anyhoo:
1. Highly customizable characters, whether by feat, archetype, kit, choosable class features, or some other method I'm not clever enough to think of. This was really my main beef with previous editions, and what drove me away to games like Hero during the 2E days. I just couldn't make the characters I wanted to play under previous editions, and now I can.
2. Likewise, extremely liberal (and preferably free) multiclassing. I want to play the character I want to play, not what the designers tell me I should want to play. In a vast number of cases, the only way to do it is to multiclass.
2.5. The ability to make my own niche, without defined party rolls. This is one that 4E players will disagree with, but for me a huge part of the fun of playing the game is making your party composition work regardless of which pieces you have in the mix, and I don't want to have to mold my character concept to a predefined set of mandated needs.
3. A variety of selectable racial traits, as Pathfinder began to do with the APG and will expand with Ultimate Racist...er, sorry, the Advanced Race Guide. I understand 4E does this as well, and a good idea is a good idea no matter the source.
4. Strong support for detailed, grid-based combat, whether it's core or not. This includes things like AoO, combat maneuvers, movement having an impact on the amount of attacking you can do, area attacks, etc.
5. Iterative attacks. I know it's controversial, but I find it a good solution to the problem of making martial characters better at martial pursuits than other character types.
1. Highly customizable characters, whether by feat, archetype, kit, choosable class features, or some other method I'm not clever enough to think of. This was really my main beef with previous editions, and what drove me away to games like Hero during the 2E days. I just couldn't make the characters I wanted to play under previous editions, and now I can.
2. Likewise, extremely liberal (and preferably free) multiclassing. I want to play the character I want to play, not what the designers tell me I should want to play. In a vast number of cases, the only way to do it is to multiclass.
2.5. The ability to make my own niche, without defined party rolls. This is one that 4E players will disagree with, but for me a huge part of the fun of playing the game is making your party composition work regardless of which pieces you have in the mix, and I don't want to have to mold my character concept to a predefined set of mandated needs.
3. A variety of selectable racial traits, as Pathfinder began to do with the APG and will expand with Ultimate Racist...er, sorry, the Advanced Race Guide. I understand 4E does this as well, and a good idea is a good idea no matter the source.
4. Strong support for detailed, grid-based combat, whether it's core or not. This includes things like AoO, combat maneuvers, movement having an impact on the amount of attacking you can do, area attacks, etc.
5. Iterative attacks. I know it's controversial, but I find it a good solution to the problem of making martial characters better at martial pursuits than other character types.