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<blockquote data-quote="Fishbone" data-source="post: 5691718" data-attributes="member: 40849"><p>My novella about my experience with it.</p><p></p><p>I don't like the fluff, the pantheons, the cosmology and a lot of the playable races that are in core books and monster manuals, chief being Tieflings and Dragonborn. The Points of Light setting I don't like. I've played within it and I don't like it. </p><p></p><p>Mechanically, everything is very "balanced." Unfortunately, to get there it seems there is very much a blandness and a sameness in the system. This is particularly galling if you just start core. Everybody is roughly the same power wise, but from powers and utilities and equipment and the like they are basically the same.</p><p></p><p>Durability is up from being to end. That is good and bad. Good in that players last longer, bad in the sense that it can sometimes feel as if both players and opponents are toothless and not really threatening one another. It just seemed very difficult for a DM to do something that would put us in a "Death Is On The Line In 6 Seconds Or Less" situation. About a year's worth of playing and it was way less tense than 3.5</p><p></p><p>Healing surge is an abomination in the eyes of the Lord. Not for the fact that it exists, but for the fact that is such an all prevalent mechanic and driving focus of the game. Magical healing is much less about magical healing and MUCH MUCH MORE about doing crap with healing surges. Spend 1, spend 1 but make it count as 2, spend 1 and it heals more but it takes longer, have a friend spend one at range and if the friend hits, you can spend one, too! Do this and that and get one back! Everything is about the effing healing surges. </p><p></p><p>Between starting Surges, Con modifiers, player abilities and equipment it is pretty easy for just one character to be spending more than a dozen of them a day. I came into 4E from Wizard's dry run of 4E, their SAGA system for the Star Wars RPG, you got one a day. 1. And it was a big, big deal to get 2 or 3.</p><p></p><p>Another fundamental assumption? Sliding, pushing, pulling and terrain effects galore. It isn't possible to play this without a grid and miniatures and a big time consideration on where you are on a map, why you are there, and what it means. It is really healing surge and terrain driven and that just doesn't jive with me too well.</p><p></p><p>Finally, the magic sucks. It is pretty much ranged attacking with status conditions thrown on it. I'm not really quite sure what it is, but I don't consider it to be anything that has represented magic in about 30+ years of Dungeons and Dragons and d20 magic. Remember, you aren't a spell caster. You are a "controller." This dovetails into the stupid roles stuff which seems taken straight from MMORPGS and is not similar to the old D&D experience for me. The rituals are terrible as well.</p></blockquote><p></p>
[QUOTE="Fishbone, post: 5691718, member: 40849"] My novella about my experience with it. I don't like the fluff, the pantheons, the cosmology and a lot of the playable races that are in core books and monster manuals, chief being Tieflings and Dragonborn. The Points of Light setting I don't like. I've played within it and I don't like it. Mechanically, everything is very "balanced." Unfortunately, to get there it seems there is very much a blandness and a sameness in the system. This is particularly galling if you just start core. Everybody is roughly the same power wise, but from powers and utilities and equipment and the like they are basically the same. Durability is up from being to end. That is good and bad. Good in that players last longer, bad in the sense that it can sometimes feel as if both players and opponents are toothless and not really threatening one another. It just seemed very difficult for a DM to do something that would put us in a "Death Is On The Line In 6 Seconds Or Less" situation. About a year's worth of playing and it was way less tense than 3.5 Healing surge is an abomination in the eyes of the Lord. Not for the fact that it exists, but for the fact that is such an all prevalent mechanic and driving focus of the game. Magical healing is much less about magical healing and MUCH MUCH MORE about doing crap with healing surges. Spend 1, spend 1 but make it count as 2, spend 1 and it heals more but it takes longer, have a friend spend one at range and if the friend hits, you can spend one, too! Do this and that and get one back! Everything is about the effing healing surges. Between starting Surges, Con modifiers, player abilities and equipment it is pretty easy for just one character to be spending more than a dozen of them a day. I came into 4E from Wizard's dry run of 4E, their SAGA system for the Star Wars RPG, you got one a day. 1. And it was a big, big deal to get 2 or 3. Another fundamental assumption? Sliding, pushing, pulling and terrain effects galore. It isn't possible to play this without a grid and miniatures and a big time consideration on where you are on a map, why you are there, and what it means. It is really healing surge and terrain driven and that just doesn't jive with me too well. Finally, the magic sucks. It is pretty much ranged attacking with status conditions thrown on it. I'm not really quite sure what it is, but I don't consider it to be anything that has represented magic in about 30+ years of Dungeons and Dragons and d20 magic. Remember, you aren't a spell caster. You are a "controller." This dovetails into the stupid roles stuff which seems taken straight from MMORPGS and is not similar to the old D&D experience for me. The rituals are terrible as well. [/QUOTE]
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