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11 Reasons Why I Prefer D&D 4E
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<blockquote data-quote="DM-Rocco" data-source="post: 4444781" data-attributes="member: 14451"><p>The PHBII, or was it DMGII, in 3.5 did have rules for re-training as an optional rule. The problem was that it wasn't an established rule, just an alternate rule, so most DMs dismissed it. Now that 4e made it apart of the regular rules, everyone loves it. Go figure.</p><p></p><p></p><p>I don't think this is always good. I don't like that WOTC has decided to make us forced into a team event. I am speaking mainly of the wizard, but others too. The wizard is now, IMO, so underpowered that they have to be apart of a group or they can't survive. Yes, wizards had a lot of power before so maybe a tone down was in order, but IMO they swung the pendulum the other way a little too far. M</p><p></p><p>Maybe that is just me, but an interview I am doing for the next issue of Dragon Roots Magazine about what was behind some of the changes to D&D suggests that I am not alone in this regard. Even some of the insiders hint that they might have toned down the wizard a tad too much. Thus, forcing them into a role of cooperation with others.</p><p></p><p>Don’t get me wrong, I think cooperation is a good thing. It is what D&D should be. However, it should be our choice as player to be cooperative and not forced upon us be definition. </p><p></p><p>Eh, not totally sure about that. Yes, it is easier for spellcasters only because there are not a lot of powers out there. Give it a few supplements and it will be just as hard. Non-spellcasting classes just took a huge step into the complex realm for building a high level PC, IMO.</p><p></p><p></p><p>I agree with you that the fighters were not dull in 3.5. They only became so when you limited the feat selection to the core books, but even with just those rules, the fighter could make interesting choices. It all really depended on the player.</p><p></p><p>Also, prestige classes added a lot of flavor to the fighter and that is really something that opened the door for the fighter. Fighters were only as dull as the limits the DM put on them.</p><p></p><p> I guess, for now.</p><p></p><p> I think it also sucks that a ritual takes so long to cast and that you need so much gold to cast them. Okay, the low level ones don’t need a lot, but some of the costs of the higher level ones make it very hard to cast, IMO.</p><p></p><p> I agree with that; and really, for me anyway, having a bunch of 2nd or higher level “minions” in 3.5 with a few hit points wasn’t all that hard to deal with. IMO, the only thing that makes the 4e minion different is that they basically capped the ACs of the PCs to within reach of the minions to be effective in hitting them.</p><p></p><p>I am a big fan of winging it for the most part, specially with spells at higher levels. A lot of times I would leave a few spell slots open to fill them in as needed in a given situation against the players. I account for this with the NPCs taking time to find out about the PCs and preparing spells to counter some of the PCs normal tactics. Just as the PCs can find out about the enemy, the enemy can find out about them.</p><p></p><p></p><p>I don’t think a lot of it is change for change sake. Again, in my interview with Richard Baker about the changes to D&D in 4e, I asked him a lot of the reasons for some of the more game breaking changes in 4e, like why add in the whole dragonborn, tiefling and gnome debate. I’m not going to give away the answers here for free, but after talking to him, I don’t think they are just for change sake.</p><p></p><p></p><p></p><p></p><p>No, but Dragon Roots Magazine is. We have been compared to the early days of Dragon and some have said we contain more useful content than Kobold Quarterly. If you are looking for a print replacement for Dragon and Dungeon, we would love to have you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="DM-Rocco, post: 4444781, member: 14451"] The PHBII, or was it DMGII, in 3.5 did have rules for re-training as an optional rule. The problem was that it wasn't an established rule, just an alternate rule, so most DMs dismissed it. Now that 4e made it apart of the regular rules, everyone loves it. Go figure. I don't think this is always good. I don't like that WOTC has decided to make us forced into a team event. I am speaking mainly of the wizard, but others too. The wizard is now, IMO, so underpowered that they have to be apart of a group or they can't survive. Yes, wizards had a lot of power before so maybe a tone down was in order, but IMO they swung the pendulum the other way a little too far. M Maybe that is just me, but an interview I am doing for the next issue of Dragon Roots Magazine about what was behind some of the changes to D&D suggests that I am not alone in this regard. Even some of the insiders hint that they might have toned down the wizard a tad too much. Thus, forcing them into a role of cooperation with others. Don’t get me wrong, I think cooperation is a good thing. It is what D&D should be. However, it should be our choice as player to be cooperative and not forced upon us be definition. Eh, not totally sure about that. Yes, it is easier for spellcasters only because there are not a lot of powers out there. Give it a few supplements and it will be just as hard. Non-spellcasting classes just took a huge step into the complex realm for building a high level PC, IMO. I agree with you that the fighters were not dull in 3.5. They only became so when you limited the feat selection to the core books, but even with just those rules, the fighter could make interesting choices. It all really depended on the player. Also, prestige classes added a lot of flavor to the fighter and that is really something that opened the door for the fighter. Fighters were only as dull as the limits the DM put on them. I guess, for now. I think it also sucks that a ritual takes so long to cast and that you need so much gold to cast them. Okay, the low level ones don’t need a lot, but some of the costs of the higher level ones make it very hard to cast, IMO. I agree with that; and really, for me anyway, having a bunch of 2nd or higher level “minions” in 3.5 with a few hit points wasn’t all that hard to deal with. IMO, the only thing that makes the 4e minion different is that they basically capped the ACs of the PCs to within reach of the minions to be effective in hitting them. I am a big fan of winging it for the most part, specially with spells at higher levels. A lot of times I would leave a few spell slots open to fill them in as needed in a given situation against the players. I account for this with the NPCs taking time to find out about the PCs and preparing spells to counter some of the PCs normal tactics. Just as the PCs can find out about the enemy, the enemy can find out about them. I don’t think a lot of it is change for change sake. Again, in my interview with Richard Baker about the changes to D&D in 4e, I asked him a lot of the reasons for some of the more game breaking changes in 4e, like why add in the whole dragonborn, tiefling and gnome debate. I’m not going to give away the answers here for free, but after talking to him, I don’t think they are just for change sake. No, but Dragon Roots Magazine is. We have been compared to the early days of Dragon and some have said we contain more useful content than Kobold Quarterly. If you are looking for a print replacement for Dragon and Dungeon, we would love to have you. :cool: [/QUOTE]
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