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4E - 18 Months Later: Love it or hate it?
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<blockquote data-quote="KidSnide" data-source="post: 5012638" data-attributes="member: 54710"><p>I really like 4e. I like that all characters have meaningful tactical choices and I love the fact that I can play any character with 2-4 page character sheet without every needing to look up a power in a rulebook. I also love how many of the world assumptions (like alignment and everyone-has-a-class) that were core assumptions in 3.x have been excised. I find it makes simulationism much easier in my world because my world-logic didn't match up with central 3e rules. Also, I think the short-rest / extended-rest mechanics make adventure design much easier because you can have 1-encounter days and 8-encounter days with the same party.</p><p></p><p>The major downsides are that it takes a long time for players who aren't into tactical combat to reach a basic level of proficiency, and that it continues the removal of the arbitrary and semi-illogical "magic" that were in the earliest versions of D&D and have been slowly going away. I like balance and rules that make sense, but there was definitely something fun and unexpected about the bizarre mechanics that were in 1e. Overall, I approve of this direction, but I can acknowledge that there is a downside to logic and uniformity.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5012638, member: 54710"] I really like 4e. I like that all characters have meaningful tactical choices and I love the fact that I can play any character with 2-4 page character sheet without every needing to look up a power in a rulebook. I also love how many of the world assumptions (like alignment and everyone-has-a-class) that were core assumptions in 3.x have been excised. I find it makes simulationism much easier in my world because my world-logic didn't match up with central 3e rules. Also, I think the short-rest / extended-rest mechanics make adventure design much easier because you can have 1-encounter days and 8-encounter days with the same party. The major downsides are that it takes a long time for players who aren't into tactical combat to reach a basic level of proficiency, and that it continues the removal of the arbitrary and semi-illogical "magic" that were in the earliest versions of D&D and have been slowly going away. I like balance and rules that make sense, but there was definitely something fun and unexpected about the bizarre mechanics that were in 1e. Overall, I approve of this direction, but I can acknowledge that there is a downside to logic and uniformity. -KS [/QUOTE]
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4E - 18 Months Later: Love it or hate it?
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