Plane Sailing
Astral Admin - Mwahahaha!
I don't play 4e at the moment, but some things that I think they got right
1) death and dying rule. The idea of three strikes and you're out, but if you roll a 20 it is yippey kai yey and up pops Brucie (Willis, not Forsythe). I like the drama and cinematography of it.
2) Second Wind. First saw it in Star Wars revised and I've liked it ever since. For me, it ties in well with the abstract nature of hit points.
3) Removing iterative attacks. In high level 3e I found that it made fighters and their ilk the gods of combat, and even the most experienced wizards just had to stand back and watch the fighters demolish foes. I like that everyone is more on the same page there (and it promotes more mobile combat than a typical 'stand still and full attack' option.
4) Bloodied. I like the descriptive and mechanical options it introduces.
Cheers
1) death and dying rule. The idea of three strikes and you're out, but if you roll a 20 it is yippey kai yey and up pops Brucie (Willis, not Forsythe). I like the drama and cinematography of it.
2) Second Wind. First saw it in Star Wars revised and I've liked it ever since. For me, it ties in well with the abstract nature of hit points.
3) Removing iterative attacks. In high level 3e I found that it made fighters and their ilk the gods of combat, and even the most experienced wizards just had to stand back and watch the fighters demolish foes. I like that everyone is more on the same page there (and it promotes more mobile combat than a typical 'stand still and full attack' option.
4) Bloodied. I like the descriptive and mechanical options it introduces.
Cheers