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11 Reasons Why I Prefer D&D 4E
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<blockquote data-quote="D'karr" data-source="post: 4444553" data-attributes="member: 336"><p>I agree with almost all of these. My biggest agreement comes from those points that boil down to <strong>Ease with which a DM can modify the game or an adventure</strong>. My preparation time is now spent on things that matter to the excitement of the game. Things like adventure design and new and improved plot hooks for the campaign. Gone is the tediousness of attempting to balance encounters for my group.</p><p></p><p>From your list there are two of those that I just wish they would have added more of. I would have liked to have seen more rituals on the core books. I would have liked at least one additional controller class, and I would have liked to have the Wizard have a little more granularity, specially in spell selection. These are things that I'm actually house-ruling, which is no longer a chore either.</p><p></p><p>As far as complaints, I've only got two so far. </p><p></p><ul> <li data-xf-list-type="ul"><strong>Low Level Monster Variety</strong> -- I really wish the Monster Manual would have had about 4-5 more creatures for low level play. Every time we have played a low level adventure we've fought kobolds or goblins. Some more variety would have been really nice.<br /> </li> <li data-xf-list-type="ul"><strong>More At-Will Powers as levels increase</strong> -- The limitation on 2 at-will powers seems rather contrived. Specially since the economy of actions in 4e already prevents abuse. I'm going to house rule for my campaign that players can select 2 at-will powers at 1st level. One additional one at 5th level and another one at 15th level. Since they can only use them once per turn anyway, unless they use an action point, I can't see much problem with letting them have all the at-will powers for their class as they increase in level.</li> </ul><p></p><p>One major thing that <strong>I really love</strong> about 4e:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Ease with which a new player can jump in and start playing</strong></li> </ul><p></p><p>I have found 4e to be a huge breath of fresh air. My wife now games with us on a regular basis. She was a complete newbie to gaming. When we played 3e, she played a rogue and had quite a hard time keeping track of everything. She has mentioned several times that now she is actually excited to play because she does not feel like she is lost trying to find what she should do. Everything is spelled out rather clearly on her sheet. To me that is a major reason to prefer 4e.</p></blockquote><p></p>
[QUOTE="D'karr, post: 4444553, member: 336"] I agree with almost all of these. My biggest agreement comes from those points that boil down to [B]Ease with which a DM can modify the game or an adventure[/B]. My preparation time is now spent on things that matter to the excitement of the game. Things like adventure design and new and improved plot hooks for the campaign. Gone is the tediousness of attempting to balance encounters for my group. From your list there are two of those that I just wish they would have added more of. I would have liked to have seen more rituals on the core books. I would have liked at least one additional controller class, and I would have liked to have the Wizard have a little more granularity, specially in spell selection. These are things that I'm actually house-ruling, which is no longer a chore either. As far as complaints, I've only got two so far. [list] [*][b]Low Level Monster Variety[/b] -- I really wish the Monster Manual would have had about 4-5 more creatures for low level play. Every time we have played a low level adventure we've fought kobolds or goblins. Some more variety would have been really nice. [*][b]More At-Will Powers as levels increase[/b] -- The limitation on 2 at-will powers seems rather contrived. Specially since the economy of actions in 4e already prevents abuse. I'm going to house rule for my campaign that players can select 2 at-will powers at 1st level. One additional one at 5th level and another one at 15th level. Since they can only use them once per turn anyway, unless they use an action point, I can't see much problem with letting them have all the at-will powers for their class as they increase in level. [/list] One major thing that [B]I really love[/B] about 4e: [list] [*][b]Ease with which a new player can jump in and start playing[/b] [/list] I have found 4e to be a huge breath of fresh air. My wife now games with us on a regular basis. She was a complete newbie to gaming. When we played 3e, she played a rogue and had quite a hard time keeping track of everything. She has mentioned several times that now she is actually excited to play because she does not feel like she is lost trying to find what she should do. Everything is spelled out rather clearly on her sheet. To me that is a major reason to prefer 4e. [/QUOTE]
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