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11 Reasons Why I Prefer D&D 4E
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<blockquote data-quote="Celtavian" data-source="post: 4447387" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>I'll list some things I like about 4E just to show that I don't hate it all. I do still play the game since I compromised with my friends:</p><p></p><p>1. Easier Prep Time: DnD 4E is easy to run and prep for. So much is streamlined and handwaved that it makes it an easy game to run. It is also easier to make characters and get the game underway. It is easy to make decisions on characters, though I miss the customization of 3E.</p><p></p><p>2. More options for melee: It is nice that the melee classes have more options. They don't do as much damage as 3.5 melees, which can suck sometimes when feeling heroic such as not being able to one shot a lvl 3 hobgoblin soldier even at lvl 20 or 30. Kind of an odd feeling not to be able to one shot something that much weaker than you. But they do have more options and can add a neat little effect here and there which I imagine makes them as happy as coming up with unique spell uses made me in 3.5.</p><p></p><p>3. Healing: I like the healing system. I never liked the "carry massive numbers of wands, scrolls, and potions to survive dungeon" healing standard. I much prefer being to able to endure the day with just rest and recuperation. I plan to steal healing surges for my 3.5 game to reduce the dependence on magic items for healing.</p><p></p><p>4. Reduced dependence on magic items: I never liked carrying a magic item arsenal. I always thought the characters looked stupid carrying a ton of magic items. They looked like a magic item Christmas tree. I'm going to figure out a way to bring this over to my 3.5 campaign. I may use level bonuses like they do in 4E. I don't like the magic item Christmas tree.</p><p></p><p>5. Rituals: I like the idea of rituals. I don't like how many spells they made into rituals, but some are appropriate such as for raise dead and scrying. I very much miss the interplay of defensive spells versus offensive spells. It is very hard to conduct a wizard duel when neither side has much power for the day and they will eventually be reduced to slogging at wills at each other. And the lack of ability to prepare for a battle for a caster is a massive boor. It used to be such fun to come up with a plan with your spell list to help the party win, now it isn't even possible.</p><p></p><p>6. Skill Challenges: I like skill challenges for overland travel, tracking, and certain other non-social encounters that are better solved with a simple series of rolls that gives the player a chance to use their skills. I don't much like them for social encounters, but I allow them and work in the roleplaying as I go along. But I won't let my characters accomplish a social skill challenge without giving me some appropriate roleplaying same as I won't let them administer first aid without putting down their weapon and shield. That just isn't happening.</p><p></p><p>7. Disease Mechanic: Great idea. Makes diseases far more lethal and realistic. I am stealing this as well for my 3E games. Though I imagine it won't be as lethal with the ease of <em>cure disease</em>. But I still like the mechanic better and will use it if I feel like throwing a curve at my players.</p><p></p><p>I'd like to add a few additional things I don't like that I didn't list in the previous thread.</p><p></p><p><strong>1. Nothing is permanent</strong>: I didn't notice this at first. But no damage is permanent except petrification and possibly disease. </p><p></p><p>For the most part no effect is permanent. Rest a day and you are all healed up for everything. </p><p></p><p>Ability damage gone. Negative level gone. Curses that lasted until removed are gone. Being turned into a small animal or ice cube is gone. All permanent effects that were a cool party of fantasy or that made certain creatures such as undead fearsome are gone.</p><p></p><p>I seriously miss when my players were frightened by a group of wraiths, spectres, or vampires because negative levels were more dangerous than hit point damage and often harder to recover from at low levels. Now spectres are weak and easily dispatched and about as frightening as a goblin, less so than some goblins. </p><p></p><p>I miss paralysis and hold person that used to last. If you were held or paralyzed, that made you sweat. I remember many times my players looking at the priest player and hoping that priest had a <em>Remove Paralysis</em> ready. That made certain creatures more frightening and allowed them to use some crowd control that worked and put the party on their toes. Not to mention the mage had fun working such spells on our enemies.</p><p></p><p>All the non-permanent, make a save every round effects make the game alot less lethal. I've yet to see a spell last more than four rounds. And most spells on average last two rounds and often just one round or don't take effect at all. the lack of dangerous, lasting effects has really lowered the lethality of the game and the terror that creatures inspire. Even grappling is incredibly weak now and easily escaped.</p><p></p><p>I'm not sure why they did this. I for one liked the lethality and game dynamic that such effects added to the overall roleplaying experience. It made a good priest worth their weight in gold. </p><p></p><p>2. Lack of Level based class features other than powers: I miss things like Immunity to Fear for the paladin. The ranger camouflage. Rogue evasion and Uncanny Dodge. All the nifty monk and bard abilities. Things that were permanent that made you feel like you were improving. </p><p></p><p>I was hoping they would turn more classes into the model of the Ranger with lots of permanent, interesting class abilities as they progressed. But it seems like you get what you are going to get at 1st level and a few extra things at Paragon Level and Epic. But none of those abilities are particularly interesting save for combat and some are far better than others (which is unavoidable I imagine since Prcs were the same way). </p><p></p><p>I somewhat understand since fear is not at all as lethal as it used to be. And everything for the most part is less lethal and long lasting, so you don't need such abilities in 4E as they won't stand out too much given the limited number of long lasting powers with fear or charm effects. Usuall they only last a round or two and saves are fairly easy to make. </p><p></p><p>3. Lethality: 4E is a less lethal, less challenging game. This is mainly a matter of personal taste. I truly liked the lethality of the previous editions.</p><p></p><p>3E was so lethal we had to think up a new rule subset just to survive it called hero points. We would have died many times without those points. But 4E is so dang cake easy that we're lucky to feel our lives threatened ever. We've had one death and that was because a player made a stupid error in judgment followed by a series of unlucky rolls. Otherwise, it has been a cakewalk even with me doubling and sometimes tripling encounters to get some of that old lethal, "you may die" fear back for my players.</p><p></p><p></p><p>4E is so much different than previous editions. Some of the changes were much needed. But some are head scratchers. As with every edition, it's a small group of people's view of D&D. I wish they hadn't thrown so much out that made playing a caster fun. That would have gone a long way to making the other changes more bearable. It wasn't just the power of the caster either, it was the versatility and the spell interplay that I miss as much as anything. And not just with the wizard, but with the priest as well.</p><p></p><p>How I used to love playing the priest that was an expert at keeping the party alive. And not just with healing but having <em>Rapid Spell</em> with <em>Restorations</em> ready when that horde of spectres rushed us or <em>death ward</em> or any of the multitude of life saving spells that made the party love you as a cleric. </p><p></p><p>Now to turn the words of Henry Hill into my own feeling of remorse at being a 4E cleric, "Now I'm just like everyone else. A poor schlub that is more focused on attacking than healing. There are no more negative levels to remove, no more afflictions to heal, no more paralysis to remove. I fought a group of spectres the other day, and they struck softer than a kobold with a wooden club. I miss the days when being a cleric meant something. Now, my party could just as easily go with a warlord. Now I'm nothing."</p></blockquote><p></p>
[QUOTE="Celtavian, post: 4447387, member: 5834"] [b]re[/b] I'll list some things I like about 4E just to show that I don't hate it all. I do still play the game since I compromised with my friends: 1. Easier Prep Time: DnD 4E is easy to run and prep for. So much is streamlined and handwaved that it makes it an easy game to run. It is also easier to make characters and get the game underway. It is easy to make decisions on characters, though I miss the customization of 3E. 2. More options for melee: It is nice that the melee classes have more options. They don't do as much damage as 3.5 melees, which can suck sometimes when feeling heroic such as not being able to one shot a lvl 3 hobgoblin soldier even at lvl 20 or 30. Kind of an odd feeling not to be able to one shot something that much weaker than you. But they do have more options and can add a neat little effect here and there which I imagine makes them as happy as coming up with unique spell uses made me in 3.5. 3. Healing: I like the healing system. I never liked the "carry massive numbers of wands, scrolls, and potions to survive dungeon" healing standard. I much prefer being to able to endure the day with just rest and recuperation. I plan to steal healing surges for my 3.5 game to reduce the dependence on magic items for healing. 4. Reduced dependence on magic items: I never liked carrying a magic item arsenal. I always thought the characters looked stupid carrying a ton of magic items. They looked like a magic item Christmas tree. I'm going to figure out a way to bring this over to my 3.5 campaign. I may use level bonuses like they do in 4E. I don't like the magic item Christmas tree. 5. Rituals: I like the idea of rituals. I don't like how many spells they made into rituals, but some are appropriate such as for raise dead and scrying. I very much miss the interplay of defensive spells versus offensive spells. It is very hard to conduct a wizard duel when neither side has much power for the day and they will eventually be reduced to slogging at wills at each other. And the lack of ability to prepare for a battle for a caster is a massive boor. It used to be such fun to come up with a plan with your spell list to help the party win, now it isn't even possible. 6. Skill Challenges: I like skill challenges for overland travel, tracking, and certain other non-social encounters that are better solved with a simple series of rolls that gives the player a chance to use their skills. I don't much like them for social encounters, but I allow them and work in the roleplaying as I go along. But I won't let my characters accomplish a social skill challenge without giving me some appropriate roleplaying same as I won't let them administer first aid without putting down their weapon and shield. That just isn't happening. 7. Disease Mechanic: Great idea. Makes diseases far more lethal and realistic. I am stealing this as well for my 3E games. Though I imagine it won't be as lethal with the ease of [i]cure disease[/i]. But I still like the mechanic better and will use it if I feel like throwing a curve at my players. I'd like to add a few additional things I don't like that I didn't list in the previous thread. [b]1. Nothing is permanent[/b]: I didn't notice this at first. But no damage is permanent except petrification and possibly disease. For the most part no effect is permanent. Rest a day and you are all healed up for everything. Ability damage gone. Negative level gone. Curses that lasted until removed are gone. Being turned into a small animal or ice cube is gone. All permanent effects that were a cool party of fantasy or that made certain creatures such as undead fearsome are gone. I seriously miss when my players were frightened by a group of wraiths, spectres, or vampires because negative levels were more dangerous than hit point damage and often harder to recover from at low levels. Now spectres are weak and easily dispatched and about as frightening as a goblin, less so than some goblins. I miss paralysis and hold person that used to last. If you were held or paralyzed, that made you sweat. I remember many times my players looking at the priest player and hoping that priest had a [i]Remove Paralysis[/i] ready. That made certain creatures more frightening and allowed them to use some crowd control that worked and put the party on their toes. Not to mention the mage had fun working such spells on our enemies. All the non-permanent, make a save every round effects make the game alot less lethal. I've yet to see a spell last more than four rounds. And most spells on average last two rounds and often just one round or don't take effect at all. the lack of dangerous, lasting effects has really lowered the lethality of the game and the terror that creatures inspire. Even grappling is incredibly weak now and easily escaped. I'm not sure why they did this. I for one liked the lethality and game dynamic that such effects added to the overall roleplaying experience. It made a good priest worth their weight in gold. 2. Lack of Level based class features other than powers: I miss things like Immunity to Fear for the paladin. The ranger camouflage. Rogue evasion and Uncanny Dodge. All the nifty monk and bard abilities. Things that were permanent that made you feel like you were improving. I was hoping they would turn more classes into the model of the Ranger with lots of permanent, interesting class abilities as they progressed. But it seems like you get what you are going to get at 1st level and a few extra things at Paragon Level and Epic. But none of those abilities are particularly interesting save for combat and some are far better than others (which is unavoidable I imagine since Prcs were the same way). I somewhat understand since fear is not at all as lethal as it used to be. And everything for the most part is less lethal and long lasting, so you don't need such abilities in 4E as they won't stand out too much given the limited number of long lasting powers with fear or charm effects. Usuall they only last a round or two and saves are fairly easy to make. 3. Lethality: 4E is a less lethal, less challenging game. This is mainly a matter of personal taste. I truly liked the lethality of the previous editions. 3E was so lethal we had to think up a new rule subset just to survive it called hero points. We would have died many times without those points. But 4E is so dang cake easy that we're lucky to feel our lives threatened ever. We've had one death and that was because a player made a stupid error in judgment followed by a series of unlucky rolls. Otherwise, it has been a cakewalk even with me doubling and sometimes tripling encounters to get some of that old lethal, "you may die" fear back for my players. 4E is so much different than previous editions. Some of the changes were much needed. But some are head scratchers. As with every edition, it's a small group of people's view of D&D. I wish they hadn't thrown so much out that made playing a caster fun. That would have gone a long way to making the other changes more bearable. It wasn't just the power of the caster either, it was the versatility and the spell interplay that I miss as much as anything. And not just with the wizard, but with the priest as well. How I used to love playing the priest that was an expert at keeping the party alive. And not just with healing but having [i]Rapid Spell[/i] with [i]Restorations[/i] ready when that horde of spectres rushed us or [i]death ward[/i] or any of the multitude of life saving spells that made the party love you as a cleric. Now to turn the words of Henry Hill into my own feeling of remorse at being a 4E cleric, "Now I'm just like everyone else. A poor schlub that is more focused on attacking than healing. There are no more negative levels to remove, no more afflictions to heal, no more paralysis to remove. I fought a group of spectres the other day, and they struck softer than a kobold with a wooden club. I miss the days when being a cleric meant something. Now, my party could just as easily go with a warlord. Now I'm nothing." [/QUOTE]
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