Mustrum_Ridcully
Hero
I haven't played much yet, but this are my preliminary results:
o 1-1-1 diagonals, square fireballs. Yes, they are stupid and unbelievable and stuff. But they just work so much better and faster. 4E combat might be more board-gamey then ever, but at least the board-game part is totally helpful instead of bean-counting. Everyone in my group loves this change. (Leave precise geometry to computers and video-games.)
o Powers. I just like them, especially for martial stuff. 3E supplements basically tried to implement them with "Tactical Feats" (not counting Book of Nine Swords), and they had their appeal - but in play, they were rarely (in my group: never) seen.
I also found it amazing how they managed to keep stuff like the Bigby' Hand spells in the game. I would have expected to lose some of the evocativeness of D&D spells, but it didn't happen.
Iron Heroes tried to get there (using Tokens), but the system didn't work out that well (though we had some fun with it...)
o New Duration system. Basically, the mix of "Save Ends" and "Sustain: <Action Type>", "Lasts until end of your next turn" and "lasts until the end of the encounter" is very interesting, and I prefer it to the typical "Fire & Count the Rounds/Minutes" of 3E.
o Feats Prerequisites: Way simpler. It is a lot easier to qualify for a feat now. At least, if you have the right ability scores.
o Tiers. One of the best ideas ever - clear distinctions on "what kind of adventure can I run with these characters". I really like that.
o Skill System. It is simple, yet very functional. I also like the Skill Challenge rules - except for the confusion and inconsistencies on "add +5 or not"? "Aid Another allowed or not? Aid Another expected?"
o Monster Design Guidelines. Never was creating the basic statistics of a monster easier (at least if you wanted to know if the monster might be "balanced" for its level). The hard - but also the fun - part is making up interesting powers that fit the theme of the monster. I already enjoyed this most in 3E, when I tried to create new NPCs and monsters.
o 1-1-1 diagonals, square fireballs. Yes, they are stupid and unbelievable and stuff. But they just work so much better and faster. 4E combat might be more board-gamey then ever, but at least the board-game part is totally helpful instead of bean-counting. Everyone in my group loves this change. (Leave precise geometry to computers and video-games.)
o Powers. I just like them, especially for martial stuff. 3E supplements basically tried to implement them with "Tactical Feats" (not counting Book of Nine Swords), and they had their appeal - but in play, they were rarely (in my group: never) seen.
I also found it amazing how they managed to keep stuff like the Bigby' Hand spells in the game. I would have expected to lose some of the evocativeness of D&D spells, but it didn't happen.
Iron Heroes tried to get there (using Tokens), but the system didn't work out that well (though we had some fun with it...)
o New Duration system. Basically, the mix of "Save Ends" and "Sustain: <Action Type>", "Lasts until end of your next turn" and "lasts until the end of the encounter" is very interesting, and I prefer it to the typical "Fire & Count the Rounds/Minutes" of 3E.
o Feats Prerequisites: Way simpler. It is a lot easier to qualify for a feat now. At least, if you have the right ability scores.
o Tiers. One of the best ideas ever - clear distinctions on "what kind of adventure can I run with these characters". I really like that.
o Skill System. It is simple, yet very functional. I also like the Skill Challenge rules - except for the confusion and inconsistencies on "add +5 or not"? "Aid Another allowed or not? Aid Another expected?"
o Monster Design Guidelines. Never was creating the basic statistics of a monster easier (at least if you wanted to know if the monster might be "balanced" for its level). The hard - but also the fun - part is making up interesting powers that fit the theme of the monster. I already enjoyed this most in 3E, when I tried to create new NPCs and monsters.