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11 Reasons Why I Prefer D&D 4E
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<blockquote data-quote="Plane Sailing" data-source="post: 4444673" data-attributes="member: 114"><p>My feeling is that a lot of these things either existed (or potentially existed) in 3e too.</p><p></p><p>Long term advanced planning was mostly necessary if lots of prestige classes where available and strict prestige class entry requirements were observed. For those using the Unearthed Arcana method of 'tests for entry' it wasn't an issue. That was certainly my preferred option, as I like PCs to be able to grow organically as time goes on, rather than be planned to death.</p><p></p><p>Easier high level PC creation? I don't really see this. Perhaps for casters, but even then I'm not sure. I'm still finding 4e creation a bit of a pain to get my head around at upper heroic and above levels. How many encounters of which level, how many dailys and utilities of which levels, does he have the ability points to support certain feats and so on.</p><p></p><p>Fighters are more interesting (and much, much more deadly).</p><p></p><p>High level spellcasters are certainly less complex, but I don't think that is a positive thing (just my taste)</p><p></p><p>Rituals were a great idea, but I think they really, really suffer from having too few first level rituals. They should have had at least 10 arcane first level rituals and at least 5 divine 1st level rituals, to give a breadth of choice. Heck, there is enough source material available!</p><p></p><p>Minions have been used effectively in other games (I first saw them in Bushido) and are pretty optional. They could be used in 3e by just giving certain monsters 1hp as someone else has noted.</p><p></p><p>Easier high level NPC creation? I don't really see that, for the same reasons as PCs above. Also NPCs and monsters by default have a pretty slim range of stuff they can do - I prefer monsters with a wide range of powers and abilities personally.</p><p></p><p>In depth discussion of etc - an excellent addition.</p><p></p><p>For the things that I think they have particularly done well:</p><p></p><ul> <li data-xf-list-type="ul">Crits automatically on a 20 for maximum damage.</li> <li data-xf-list-type="ul">Magic items a bit more special (crits and daily powers)</li> <li data-xf-list-type="ul">implements for caster classes equivalent to magic weapons</li> <li data-xf-list-type="ul">Encouraging team work rather than solo glory</li> </ul><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4444673, member: 114"] My feeling is that a lot of these things either existed (or potentially existed) in 3e too. Long term advanced planning was mostly necessary if lots of prestige classes where available and strict prestige class entry requirements were observed. For those using the Unearthed Arcana method of 'tests for entry' it wasn't an issue. That was certainly my preferred option, as I like PCs to be able to grow organically as time goes on, rather than be planned to death. Easier high level PC creation? I don't really see this. Perhaps for casters, but even then I'm not sure. I'm still finding 4e creation a bit of a pain to get my head around at upper heroic and above levels. How many encounters of which level, how many dailys and utilities of which levels, does he have the ability points to support certain feats and so on. Fighters are more interesting (and much, much more deadly). High level spellcasters are certainly less complex, but I don't think that is a positive thing (just my taste) Rituals were a great idea, but I think they really, really suffer from having too few first level rituals. They should have had at least 10 arcane first level rituals and at least 5 divine 1st level rituals, to give a breadth of choice. Heck, there is enough source material available! Minions have been used effectively in other games (I first saw them in Bushido) and are pretty optional. They could be used in 3e by just giving certain monsters 1hp as someone else has noted. Easier high level NPC creation? I don't really see that, for the same reasons as PCs above. Also NPCs and monsters by default have a pretty slim range of stuff they can do - I prefer monsters with a wide range of powers and abilities personally. In depth discussion of etc - an excellent addition. For the things that I think they have particularly done well: [LIST] [*]Crits automatically on a 20 for maximum damage. [*]Magic items a bit more special (crits and daily powers) [*]implements for caster classes equivalent to magic weapons [*]Encouraging team work rather than solo glory [/LIST] Cheers [/QUOTE]
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