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3e to 4e. Whaddaya got to gain? Whaddaya got to lose?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4273035" data-attributes="member: 710"><p>4E is good for you if,</p><p>o You want something new. After 8 years with 3.x, you're feel fatigued and are stretching out for new d20 games (Arcana Evolved, Iron Hereoes, True20, D20 Modern) or even beyond (Shadowrun, Warhammer, Midgard, World of Darkness)</p><p>o Any of the following things happened to you in 3E</p><p>- 15 minute adventure day</p><p>- Over-profileration of spellcasters</p><p>- Combats being over in less then 4 rounds due to instant death effects or massive damage</p><p>- By-The-Book DM getting overworked from creating all those levelled or HD advanced monsters, or self-made ones.</p><p>- Character Creation took to long for you</p><p>o If you like a system where all classes have their unique shtick, but are all equally useful in combat.</p><p>o You want easy tools to improvise monsters and stunts without breaking the game</p><p>o "Story-Breaking" powers like Fly, Scry, Teleport, Speak with Dead are limited in use and are put at a distinct tier, so you know when you can switch the style of your adventures to suite such powers</p><p>o You want magical items to have less importance, or make easy house-rules to remove them fully.</p><p>o You always wanted a "Combat Leader" type character without spells like the Warlord. </p><p>o You like complex combat systems. (That relies a lot on special maneuvers and powers for complexity)</p><p>o You like a new cosmology, and find the ideas of the Feywild, Shadowfell, Astral Sea and Elemental Chaos interesting.</p><p>o Less (no) mechanical focus on alignments</p><p></p><p>3E is good for you if,</p><p>o You think you're happy with the supplements you got, and you think you will still get a lot of use out of it.</p><p>o You're interested in adventure material from a proven source like Paizo.</p><p>o None of the typical problem issues mentioned to 3E every proved problematic for your game, since you avoided it, house-ruled it, it felt right to you, or just never came up. </p><p>o You want to focus your games on Gnomes, Druids, Barbarians, or Sorcerers. (This will later be reconciled in 4E, but for the moment, it stays a limitation)</p><p>o You like character creation micro-management like juggling skill points to flesh out aspects of your characters</p><p>o You have modified the game to suite your campaign, or built a campaign on the 3E rules, and don't want to make a new conversion or start a new campaign. </p><p>o You like complex combat systems (that relies a lot on spellcasting for complexity.)</p><p>o You prefer the Great Wheel or have already homebrewed your new cosmology.</p><p></p><p>If you can't decide, try both and eventually continue using both.</p><p>My group will probably play a few of the Paizo Adventure Pathes for a while, despite being pretty interested in 4E.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4273035, member: 710"] 4E is good for you if, o You want something new. After 8 years with 3.x, you're feel fatigued and are stretching out for new d20 games (Arcana Evolved, Iron Hereoes, True20, D20 Modern) or even beyond (Shadowrun, Warhammer, Midgard, World of Darkness) o Any of the following things happened to you in 3E - 15 minute adventure day - Over-profileration of spellcasters - Combats being over in less then 4 rounds due to instant death effects or massive damage - By-The-Book DM getting overworked from creating all those levelled or HD advanced monsters, or self-made ones. - Character Creation took to long for you o If you like a system where all classes have their unique shtick, but are all equally useful in combat. o You want easy tools to improvise monsters and stunts without breaking the game o "Story-Breaking" powers like Fly, Scry, Teleport, Speak with Dead are limited in use and are put at a distinct tier, so you know when you can switch the style of your adventures to suite such powers o You want magical items to have less importance, or make easy house-rules to remove them fully. o You always wanted a "Combat Leader" type character without spells like the Warlord. o You like complex combat systems. (That relies a lot on special maneuvers and powers for complexity) o You like a new cosmology, and find the ideas of the Feywild, Shadowfell, Astral Sea and Elemental Chaos interesting. o Less (no) mechanical focus on alignments 3E is good for you if, o You think you're happy with the supplements you got, and you think you will still get a lot of use out of it. o You're interested in adventure material from a proven source like Paizo. o None of the typical problem issues mentioned to 3E every proved problematic for your game, since you avoided it, house-ruled it, it felt right to you, or just never came up. o You want to focus your games on Gnomes, Druids, Barbarians, or Sorcerers. (This will later be reconciled in 4E, but for the moment, it stays a limitation) o You like character creation micro-management like juggling skill points to flesh out aspects of your characters o You have modified the game to suite your campaign, or built a campaign on the 3E rules, and don't want to make a new conversion or start a new campaign. o You like complex combat systems (that relies a lot on spellcasting for complexity.) o You prefer the Great Wheel or have already homebrewed your new cosmology. If you can't decide, try both and eventually continue using both. My group will probably play a few of the Paizo Adventure Pathes for a while, despite being pretty interested in 4E. [/QUOTE]
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