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The roots of 4e exposed?
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<blockquote data-quote="Tony Vargas" data-source="post: 7460633" data-attributes="member: 996"><p>But, they take more time to resolve, especially when each is at a different attack bonus. </p><p></p><p> Those are also called out as slowing the game down, though. They are good powers, of course.</p><p></p><p> In terms of rounds, sure, I can see that. In terms of how long it takes to resolve the turn where that success happens, though, slower, no?</p><p></p><p> Permission granted!</p><p></p><p>That's reasonbly fiddly. 3e also had situational modifiers, even that old stand-by, higher ground, that could change every round. And at higher level, those longer-durration bonuses from spells could get targeted-dispelled one round and re-applied later... </p><p></p><p>... then there were the self-inflicted ones, like power attack & expertise & the various combat options... </p><p></p><p>I played a fighter in a 3.0/5 campaign that went the whole run, from 2000 until well after 4e had come out in 2008. Modifiers changing every round was routine. Of course, I brought much of that on myself - I liked swapping weapons, using maneuvers, applying Expertise some rounds, etc...</p><p>...but the same was true in 4e, you could make a character (or party) with lot of fiddly modifiers, or not. When I did pregen characters for cons, for instance, I'd pick feats with static effects, items with properties, etc, that could just be figured in, so the player wouldn't have to worry about them.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7460633, member: 996"] But, they take more time to resolve, especially when each is at a different attack bonus. Those are also called out as slowing the game down, though. They are good powers, of course. In terms of rounds, sure, I can see that. In terms of how long it takes to resolve the turn where that success happens, though, slower, no? Permission granted! That's reasonbly fiddly. 3e also had situational modifiers, even that old stand-by, higher ground, that could change every round. And at higher level, those longer-durration bonuses from spells could get targeted-dispelled one round and re-applied later... ... then there were the self-inflicted ones, like power attack & expertise & the various combat options... I played a fighter in a 3.0/5 campaign that went the whole run, from 2000 until well after 4e had come out in 2008. Modifiers changing every round was routine. Of course, I brought much of that on myself - I liked swapping weapons, using maneuvers, applying Expertise some rounds, etc... ...but the same was true in 4e, you could make a character (or party) with lot of fiddly modifiers, or not. When I did pregen characters for cons, for instance, I'd pick feats with static effects, items with properties, etc, that could just be figured in, so the player wouldn't have to worry about them. [/QUOTE]
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