No long-term advance planning for PC character development.
I'm not sure this is true, as stat requirements almost make it more critical that you careful consider future feat and power preferences before you assign stats. Retraining does eliminate a lot of feat planning, admittedly.
The PHBII, or was it DMGII, in 3.5 did have rules for re-training as an optional rule. The problem was that it wasn't an established rule, just an alternate rule, so most DMs dismissed it. Now that 4e made it apart of the regular rules, everyone loves it. Go figure.
No class is useless in a specific fight.
Heck, yes. Best feature of 4E IMO -- plus 4E significantly increased the importance of team tactics, which is a good feature IMO.
I don't think this is always good. I don't like that WOTC has decided to make us forced into a team event. I am speaking mainly of the wizard, but others too. The wizard is now, IMO, so underpowered that they have to be apart of a group or they can't survive. Yes, wizards had a lot of power before so maybe a tone down was in order, but IMO they swung the pendulum the other way a little too far. M
Maybe that is just me, but an interview I am doing for the next issue of Dragon Roots Magazine about what was behind some of the changes to D&D suggests that I am not alone in this regard. Even some of the insiders hint that they might have toned down the wizard a tad too much. Thus, forcing them into a role of cooperation with others.
Don’t get me wrong, I think cooperation is a good thing. It is what D&D should be. However, it should be our choice as player to be cooperative and not forced upon us be definition.
Easier high-level PC creation.
Mostly, yes. I'd argue that it's much easier for high-level spellcasters, and much harder for high-level melee characters.
Eh, not totally sure about that. Yes, it is easier for spellcasters only because there are not a lot of powers out there. Give it a few supplements and it will be just as hard. Non-spellcasting classes just took a huge step into the complex realm for building a high level PC, IMO.
Fighters are now actually interesting.
3E Fighters were interesting too, if you actually took advantage of the range of feats -- orders of magnitude better than prior edition fighters. I'll grant that 4E fighters are now a step more interesting than even their 3E counterparts, though.
I agree with you that the fighters were not dull in 3.5. They only became so when you limited the feat selection to the core books, but even with just those rules, the fighter could make interesting choices. It all really depended on the player.
Also, prestige classes added a lot of flavor to the fighter and that is really something that opened the door for the fighter. Fighters were only as dull as the limits the DM put on them.
Less-complex high-level spellcasters.
Goodness, yes.
I guess, for now.
Rituals.
I like these mechanics, but I'm disappointed with the number, and the fact that rituals have essentially killed the prior "clever use of flexible spells" that you could do. It's fun to play "101 uses for a 1st level spell" -- not quite as fun now.
I think it also sucks that a ritual takes so long to cast and that you need so much gold to cast them. Okay, the low level ones don’t need a lot, but some of the costs of the higher level ones make it very hard to cast, IMO.
Minions.
Again, not a unique-to-4E mechanic. Take almost any 3E monster, reduce to 1 hp = minion.
I agree with that; and really, for me anyway, having a bunch of 2nd or higher level “minions” in 3.5 with a few hit points wasn’t all that hard to deal with. IMO, the only thing that makes the 4e minion different is that they basically capped the ACs of the PCs to within reach of the minions to be effective in hitting them.
Easier high-level NPC creation.
Yes and no. If you weren't anal about having every single spell, feat, and skill point accounted for, high level NPCs in 3E aren't really that hard -- you just put together those items that you need for play and wing the rest.
I am a big fan of winging it for the most part, specially with spells at higher levels. A lot of times I would leave a few spell slots open to fill them in as needed in a given situation against the players. I account for this with the NPCs taking time to find out about the PCs and preparing spells to counter some of the PCs normal tactics. Just as the PCs can find out about the enemy, the enemy can find out about them.
In-depth discussion on building encounters and monster roles.
I wouldn't say that the concepts are any better or worse, but certainly including the design discussion in the DMG is one of the smartest decisions made for that book, and results in a significantly more useful DMG than prior editions (where the DMG was just the place to srtore magic items).
My criticisms of 4E: Missing classes plus limited rituals/spells and magic items compared to prior editions core rules make the initial release feel incomplete; changes to the base "fluff" of D&D feel like "change for change sake" that I have to undue to match my personal vision of the game. Finally, character creation is much more role constraining (pending the release of supplements) -- that's both a bug and a feature.
I don’t think a lot of it is change for change sake. Again, in my interview with Richard Baker about the changes to D&D in 4e, I asked him a lot of the reasons for some of the more game breaking changes in 4e, like why add in the whole dragonborn, tiefling and gnome debate. I’m not going to give away the answers here for free, but after talking to him, I don’t think they are just for change sake.
Hi Jurgen,
7. Dungeon and Dragon no longer in print
No, but Dragon Roots Magazine is. We have been compared to the early days of Dragon and some have said we contain more useful content than Kobold Quarterly. If you are looking for a print replacement for Dragon and Dungeon, we would love to have you.
