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What Did You Want Fourth Edition to be Like?
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<blockquote data-quote="ferratus" data-source="post: 4687284" data-attributes="member: 55966"><p>I didn't have any expectations of what 4e should be like, which is probably why I didn't dig in my heels with every new piece of news. I largely was content to take a gander and try it out without worrying about it too much.</p><p></p><p>It also helps that I was largely annoyed with the problems with 3e that I had long since figured out, and I couldn't really do anything about without chucking out large parts of the system. So when 4e came along and chucked large parts out of the system, I was simply intrigued rather than offended.</p><p></p><p>Several months in I'm starting to notice some problems with 4e that need fixing. For example, the biggest irritant is that I need to have 18-20 in my primary stat or I drop below viability in combat. It would be nice if 14-17 in the primary stat, with a feat to use a secondary stat to boost your primary stat's to-hit bonus was available. That way if I wanted to spread my points out more, I could still hit. Class builds help, but their secondary stat effects come after you hit with the primary stat. </p><p></p><p>However, I'm also continuing to be pleasantly surprised. I was skeptical about the subscription, but with the subscription fee, I don't need to buy another book again. This is great for both me and WotC, because I only bought 5 WotC books in the entire run of 3e. I never found it good value for money to buy the sourcebooks for one or two things I would use out of it. With the subscription, I get 1 or 2 things from every book whenever I need it, and Dungeon magazine (which I did buy) besides. </p><p></p><p>There is a disquieting idea in the back of my head that D&D 4e is too much like GURPS because of the powers system. However, then I read my old 2e stuff and I realize that class builds are kits (but better), all the old OD&D-2e adventures are easy to convert (whereas it would be much more prep time in both GURPS and 3e), and I can pretty much have all the same flavour in all the old classic dungeons. I do have to chuck out the dragonborn and the tieflings though. I don't mind the experiment in introducing new races, but those two should have never been made common races. They just aren't interesting anymore if they are your pot-bellied bourgeois neighbours.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4687284, member: 55966"] I didn't have any expectations of what 4e should be like, which is probably why I didn't dig in my heels with every new piece of news. I largely was content to take a gander and try it out without worrying about it too much. It also helps that I was largely annoyed with the problems with 3e that I had long since figured out, and I couldn't really do anything about without chucking out large parts of the system. So when 4e came along and chucked large parts out of the system, I was simply intrigued rather than offended. Several months in I'm starting to notice some problems with 4e that need fixing. For example, the biggest irritant is that I need to have 18-20 in my primary stat or I drop below viability in combat. It would be nice if 14-17 in the primary stat, with a feat to use a secondary stat to boost your primary stat's to-hit bonus was available. That way if I wanted to spread my points out more, I could still hit. Class builds help, but their secondary stat effects come after you hit with the primary stat. However, I'm also continuing to be pleasantly surprised. I was skeptical about the subscription, but with the subscription fee, I don't need to buy another book again. This is great for both me and WotC, because I only bought 5 WotC books in the entire run of 3e. I never found it good value for money to buy the sourcebooks for one or two things I would use out of it. With the subscription, I get 1 or 2 things from every book whenever I need it, and Dungeon magazine (which I did buy) besides. There is a disquieting idea in the back of my head that D&D 4e is too much like GURPS because of the powers system. However, then I read my old 2e stuff and I realize that class builds are kits (but better), all the old OD&D-2e adventures are easy to convert (whereas it would be much more prep time in both GURPS and 3e), and I can pretty much have all the same flavour in all the old classic dungeons. I do have to chuck out the dragonborn and the tieflings though. I don't mind the experiment in introducing new races, but those two should have never been made common races. They just aren't interesting anymore if they are your pot-bellied bourgeois neighbours. [/QUOTE]
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