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Name one thing you love and one thing you hate about 4e D&D


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Love: Non-Vancian casting

Hate: Healing surges and other odd healing

(This is just one of each as requested as there are more, and these are not defined as what I love or hate most, but the first things that came to mind.)
 

I'll do the inverse, first what I hate then what I love about it


HATE It's too much combat oriented.

LOVE Combat is so much fun.
 

LOVE
I love the synergy between class powers in combat. . . .

HATE
The economy presented for equipment, magic items and weapons/armor. . . .

~ Love: Better Grouping (Weapon Groups; Skill uses grouped into Challenge Encounters; level advancement bonuses UN-grouped into smaller parcels of Feats and Powers and Ability increases for more minor events throughout PC careers; putting all classes into the same +1/2-level attack-bonus category.)
~ Hate: That Nerf-Bat (Ground is "Hallowed" through 1 encounter instead of indefinitely, so you never find an old, abandoned hallowed site in an out-of-the-way quarter of town? Inability to enchant non-standard Magic Items such as a Jetstone "Hat of Sending" (5/day)? Alignment has zero effect (where is the Holy Water)? No Domains to give Clerics of one deity powers unavailable to Clerics of another deity? Alleged "Multiclassing" while enforcing strict Silos that prevent second-class characters from obtaining explicit Class Features possessed by primary-class characters? (Why can't Paragon Multiclassed Wizards spend a Feat to get Implement Mastery or Cantrips? Are they worth more than a Feat?))
 

Ground is "Hallowed" through 1 encounter instead of indefinitely, so you never find an old, abandoned hallowed site in an out-of-the-way quarter of town?

Player powers are not the full extent of the system.

Sacred Circle, page 68 of the DMG, is an example of ground hallowed in the name of a particular deity.

Inability to enchant non-standard Magic Items such as a Jetstone "Hat of Sending" (5/day)?

Uhhh, what? If it exists in the game as a magic item, it has a level and a price. If it has a level and a price, you can create it using the Enchant Magic Item ritual.

No Domains to give Clerics of one deity powers unavailable to Clerics of another deity?

So, Channel Divinity feats, which you can only take for your god, don't count as powers unavailable to clerics of other deities?
 

Love: Many things, most of all how easy it is to DM. I really enjoyed my Epic 4e campaign, and I will never have the fortitude to do one in 3.5.

Hate: It's a bit weak to be a "hate," more of a regret, but I miss all the weird, cool spells. As a spellcaster, I really felt powerful in 3.5. (Playing a druid frequently probably had something to do with it, too!) But there really isn't room anymore for stuff like oldstyle Ray of Enfeeblement or a permanent Baleful Polymorph. (To say nothing of turning into Shadow Dragons!) The biggest injustice is what was done to poor Forcecage, I wish it had become a ritual or something.

Taking down a Great Wyrm Red Dragon in one turn with Assay Spell Res, Imbue Familiar and a few metamagicked-to-hell-and-back Enervations was a thing of beauty.

Now, I fully realize that the stripping of these things was in part what made DMing so much easier (and the game so much more balanced), and that's why it's more of a regret. But that doesn't mean I won't be a little bitter.

The only thing I really hate is the lack of PHB shapeshifters. But I expect that itch to be scratched by March.
 

Clerics and Paladins don't have the Basic Melee Attack and Basic Ranged Attack abilities? Is my book a misprint or something? :D

I think you can probably see why that's not really addressing his point. PCs are intended to use their at-wills all the time; basic attacks are for AoOs and against flying opponents (for melee classes).
 
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LOVE: Combat is fast, fun and furious. There are lots of options for everyone, even monsters, and especially monsters synergistically working together.

HATE: Magic is boring now. Rituals are a step toward making it interesting, but it's not fully working for me.
 

So, Channel Divinity feats, which you can only take for your god, don't count as powers unavailable to clerics of other deities?
It does, but admittedly it isn't a lot.

I've always wished for a strong differentiation for clerics of different deities, but it's quite a hard thing to do properly. 2nd Edition tried, but IMHO the balance really wasn't there.
 

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