Nahat Anoj
First Post
I absolutely adore 4e and feel it's the best edition to date, no contest. But I'll start with my top dislikes:
Here are my top likes:
IMO, my likes dramatically outweigh my dislikes. Except for when I was young and new to the game - before I got old and jaded
- I've never had so much fun playing D&D.
- No Gnomes, Half-Orcs, Barbarians, Druids, Bards and Monks at launch.
- Fights can drag sometimes, particularly with larger parties, it doesn't feel faster than 3e did (at least at low levels, I've never played 3e beyond level 12).
- I'd like something halfway between minions and regular monsters.
- No minion creation guidelines.
- The MM is missing some much loved monsters, like metallic dragons.
- Frequently trying to come up with in-game justifications for the powers.
- Ability score prerequistes for some feats - I really don't like requiring any sort of prereqs for feats. But because those prereqs *are* there ...
- No mention of ability score retraining, so that you can get those ability score prereq feats later in case you need them.
- No mention of ways PCs to make their own mundane gear (weapons and armor, mostly).
- No mention of how PCs might remove a condition (such as being on fire) by themselves instead of waiting to make a save.
- No Martial Controller! I want one!
Here are my top likes:
- It's much more straightforward and easier for me to make a balanced, "by the book" encounter, from minions to traps to boss monsters to solo monsters.
- The overall darker tone and pushing the "points of light" concept to the forefront.
- The new cosmology, from the new planar structure to the new pantheon (the best D&D pantheon ever, IMO). It's condensed, refined, industrial-strength D&D.
- Warlocks, Warlords, Dragonborn, and Tieflings have become iconic D&D races and classes for me.
- Streamlined skill list and how every stat pretty much goes up by 1/2 level.
- Skill challenges are a great idea, so great IMO that I'm willing to forgive their initial mistakes.
- Fort, Ref, and Will Defenses rock, and I like the new saving throw mechanic (particuarly as applied to death and dying).
- The way healing works, from healing surges to second wind to being completely healed after a long rest.
- The DMG, particularly the lengths it goes to to insure that DMs try to incorporate players' ideas and to make dynamic, tactically interesting, stunt-filled encounters.
- Explicit discussion of roles in combat and designing classes according to that.
- Rituals allow D&D to played with no power source other than the Martial source and still have magic involved. Kickass! I just want an intelligence-based Martial controller!
IMO, my likes dramatically outweigh my dislikes. Except for when I was young and new to the game - before I got old and jaded
