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What is the essence of 4E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7452276" data-attributes="member: 82106"><p>Sure, but you have to spend HS to do that, so even a weak encounter, if it costs you HS, is significant attrition. Every HS in a hard 4e workday is precious! Especially if its Mr Fighter that just had to spend his (transferring them is a problem, though not impossible). </p><p></p><p></p><p>Eh, I'm not sure I miss them anyway. My point was just that there's nothing mechanically which makes such encounters 'worthless', assuming they are part of a series of encounters during a day.</p><p></p><p></p><p>It is far beyond me to guess what was in the minds of the 3.x designers when they wrote those rules. I will say this much. 3/3.5e are poorly thought out. There are VAST numbers of things in them which clearly don't work in a way which fosters a better play experience. A lot of it I just can't even fathom why anyone would have designed a D&D that way, its obvious from just an initial reading that a lot of stuff is borked. </p><p></p><p>I think its quite possible to read 4e as MOSTLY a reaction to this poor design that riddled 3.x. Where 3.x tended to focus on trying to make each mechanic this great thing in and of itself, 4e focuses far more on the big picture of the whole system. This is a huge strong point of the game. You can see it in many details, like how Teleportation (the strategic kind) works in 4e. It provides all the potential plot hooks that the 3.x version does, but none of the narrative pitfalls and exploits.</p><p></p><p></p><p></p><p>I don't think it matters what the intent was, the RESULT is what matters. 4e is a reaction to the actual in the world pitfalls of 3.x design.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7452276, member: 82106"] Sure, but you have to spend HS to do that, so even a weak encounter, if it costs you HS, is significant attrition. Every HS in a hard 4e workday is precious! Especially if its Mr Fighter that just had to spend his (transferring them is a problem, though not impossible). Eh, I'm not sure I miss them anyway. My point was just that there's nothing mechanically which makes such encounters 'worthless', assuming they are part of a series of encounters during a day. It is far beyond me to guess what was in the minds of the 3.x designers when they wrote those rules. I will say this much. 3/3.5e are poorly thought out. There are VAST numbers of things in them which clearly don't work in a way which fosters a better play experience. A lot of it I just can't even fathom why anyone would have designed a D&D that way, its obvious from just an initial reading that a lot of stuff is borked. I think its quite possible to read 4e as MOSTLY a reaction to this poor design that riddled 3.x. Where 3.x tended to focus on trying to make each mechanic this great thing in and of itself, 4e focuses far more on the big picture of the whole system. This is a huge strong point of the game. You can see it in many details, like how Teleportation (the strategic kind) works in 4e. It provides all the potential plot hooks that the 3.x version does, but none of the narrative pitfalls and exploits. I don't think it matters what the intent was, the RESULT is what matters. 4e is a reaction to the actual in the world pitfalls of 3.x design. [/QUOTE]
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