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10 Things I Like in 4e
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<blockquote data-quote="Pierson_Lowgal" data-source="post: 4120829" data-attributes="member: 34367"><p>1. Healing Surges: because it means clerics aren't heal-bots.</p><p></p><p>2. New CR system: better for smaller & larger parties</p><p></p><p>3. Hearty PCs: I like how sturdy 1st level PCs are.</p><p></p><p>4. At Will/Encounter Oriented rather than Daily: hasn't every video game proved this is better.</p><p></p><p>5. Ditching ECL: a system that never works at my table</p><p></p><p>6. Monsters don't necessarily use the same rules as PCs - better for designers as Necromancer guys said</p><p></p><p>7. Fighter-types seem to have a couple of more interesting things to do.</p><p></p><p>8. Undead not immune to crits or sneak attacks: the vast # of sneke-immune always a problem at the table.</p><p></p><p>9. Turn undead: any change would be an improvement to nothing/run away/explode</p><p></p><p>10. Threatening Reach Limited: less cautious-movement is better</p><p></p><p>11. Less reliance on magic items for character abilities/survivability & easily removable</p><p></p><p>12. General mechanic of X + 1/2 level: saving throws not totally imbalanced, hooray!</p><p></p><p>13. Diminishing the adventure/encounter breakers of fly, invis, teleport</p><p></p><p>14. tactics shifted from character creation to combat</p><p></p><p>15. less die rolling at high level</p><p></p><p>16. cool, reusable abilities for everyone *blow kazoo*</p><p></p><p>17. simplification/better usability of conditions</p><p></p><p>18. quest & non-combat xp (of course i was doing this already)</p><p></p><p>19. save-or-sit diminished - you can't tell me that save-or-sit is fun.</p><p></p><p>20. Fun over simulation</p><p></p><p>21. flattening the power curve allows GM larger greater diversity of legitimate opponents</p><p></p><p>21b. (Online-Tabletop - depending on quality)</p><p></p><p>22. extended sweet spot </p><p></p><p>To be fair - Don't Likes</p><p></p><p>1. 1-1-1 movement</p><p>2. elimination of non-adventurer skills. I'll just houserule them back in and give PC's an extra proficient skill.</p></blockquote><p></p>
[QUOTE="Pierson_Lowgal, post: 4120829, member: 34367"] 1. Healing Surges: because it means clerics aren't heal-bots. 2. New CR system: better for smaller & larger parties 3. Hearty PCs: I like how sturdy 1st level PCs are. 4. At Will/Encounter Oriented rather than Daily: hasn't every video game proved this is better. 5. Ditching ECL: a system that never works at my table 6. Monsters don't necessarily use the same rules as PCs - better for designers as Necromancer guys said 7. Fighter-types seem to have a couple of more interesting things to do. 8. Undead not immune to crits or sneak attacks: the vast # of sneke-immune always a problem at the table. 9. Turn undead: any change would be an improvement to nothing/run away/explode 10. Threatening Reach Limited: less cautious-movement is better 11. Less reliance on magic items for character abilities/survivability & easily removable 12. General mechanic of X + 1/2 level: saving throws not totally imbalanced, hooray! 13. Diminishing the adventure/encounter breakers of fly, invis, teleport 14. tactics shifted from character creation to combat 15. less die rolling at high level 16. cool, reusable abilities for everyone *blow kazoo* 17. simplification/better usability of conditions 18. quest & non-combat xp (of course i was doing this already) 19. save-or-sit diminished - you can't tell me that save-or-sit is fun. 20. Fun over simulation 21. flattening the power curve allows GM larger greater diversity of legitimate opponents 21b. (Online-Tabletop - depending on quality) 22. extended sweet spot To be fair - Don't Likes 1. 1-1-1 movement 2. elimination of non-adventurer skills. I'll just houserule them back in and give PC's an extra proficient skill. [/QUOTE]
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