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<blockquote data-quote="Cadfan" data-source="post: 4118769" data-attributes="member: 40961"><p>1. Per encounter game balance gives me flexibility in adventure design. No more plot-unnecessary fights to attrition resources.</p><p></p><p>2. Underlying mathematical fixes. Fixed rate progressions that don't diverge keeps everything much cleaner.</p><p></p><p>3. Powers give greater depth to character classes. After Tome of Battle I can't see going back to regular melee combatants. Just can't.</p><p></p><p>4. Easier to design/run monsters.</p><p></p><p>5. Mook rules. Didn't think I'd like these, but then I thought about it a bit more in depth.</p><p></p><p>6. Skill system fixes. No more tidiot-savant PCs who can't swim or ride a horse, thus preventing me from making scenarios that involve swimming or horse riding.</p><p></p><p>7. Rebalancing of magic and melee.</p><p></p><p>8. Elimination/ restriction of save-or-die, generally making combat less "swingy."</p><p></p><p>9. Fewer magic items. There's still a lot of them, but fewer is best.</p><p></p><p>10. Fixing the glut that surrounded the rules for immediate, free, swift, etc actions.</p><p></p><p>And the thing I NEVER expected to get,</p><p></p><p>11. First level characters have enough depth to actually make me want to stick around first level for a while and enjoy the scenery. I've always hated low levels because 1) you die really fast, and 2) you can't DO anything. I've been starting campaigns at 2nd level or higher ever since my old Rules Cyclopedia games. The pregen characters look interesting enough that I won't do that in 4e. I never expected this to happen.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4118769, member: 40961"] 1. Per encounter game balance gives me flexibility in adventure design. No more plot-unnecessary fights to attrition resources. 2. Underlying mathematical fixes. Fixed rate progressions that don't diverge keeps everything much cleaner. 3. Powers give greater depth to character classes. After Tome of Battle I can't see going back to regular melee combatants. Just can't. 4. Easier to design/run monsters. 5. Mook rules. Didn't think I'd like these, but then I thought about it a bit more in depth. 6. Skill system fixes. No more tidiot-savant PCs who can't swim or ride a horse, thus preventing me from making scenarios that involve swimming or horse riding. 7. Rebalancing of magic and melee. 8. Elimination/ restriction of save-or-die, generally making combat less "swingy." 9. Fewer magic items. There's still a lot of them, but fewer is best. 10. Fixing the glut that surrounded the rules for immediate, free, swift, etc actions. And the thing I NEVER expected to get, 11. First level characters have enough depth to actually make me want to stick around first level for a while and enjoy the scenery. I've always hated low levels because 1) you die really fast, and 2) you can't DO anything. I've been starting campaigns at 2nd level or higher ever since my old Rules Cyclopedia games. The pregen characters look interesting enough that I won't do that in 4e. I never expected this to happen. [/QUOTE]
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