Wormwood
Adventurer
Some of the most fun we have in 4e is coming up with our own flavor text---extemporaneously, in many cases.Also, why would you strip away the flavour text?
Some of the most fun we have in 4e is coming up with our own flavor text---extemporaneously, in many cases.Also, why would you strip away the flavour text?
Also, why would you strip away the flavour text?
Well, in a certain sense they're very much right. I don't think D&D's designers have been particularly bashful about saying that it was rule-design for the D&D minis game that made a big impact on 4e's design, not vice-versa.I'm with those who just aren't into it. I wanted to like it, because at its core I think it does a good job of simplifying and rationalising many of 3.5e's flawed rules. But the powers system is a complete turn off for me, and the group I play with just isn't finding the game very evocative. As one person on this thread said, it seems more like a board game than a framework for collaborative storytelling.
Yes, I will say that looking through the 4e Monster Manual made me realize that not only was I not dreading the thought of running a high-level campaign, but for once I felt like I'd be cheating myself by starting the party at 1st level.Now I have easy to run monsters with interesting abilities that can last at least a few rounds.
In 4E the DM finally gets to join in on the fun.
and most certainly this.In 4E the DM finally gets to join in on the fun.
???If all of your spells are attack spells (if), then you have very little versatility.
Well, that's a good point. 4e doesn't cater to the people who want complexity of any kind. It's not just that it's been reduced to a skirmish game, it's also not a very deep or elegant skirmish game. I think 4e doesn't try to cater to the diehard role-player either.So far, we've tried a couple of sessions of 4e, just to get the mechanics down. They work well enough, but they don't incite our collective imagination much on their own.
it may be that 4e is good because it gets the mechanics out of everyone's way, but we kind of prefer rules that actually support what we're trying to do a bit more than that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.