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4E - 18 Months Later: Love it or hate it?
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<blockquote data-quote="ppaladin123" data-source="post: 5013005" data-attributes="member: 60923"><p>I voted, "like it." I prefer it to 3e (as it did away with plenty of broken mechanics, randomness and fiddly details) but I feel like some of the magic (literally and figuratively) was lost in the transition. You needn't look any further than the host of insipid magical items that provide a once a day +x modifier to a skill/attack.</p><p></p><p>other warts:</p><p></p><p>rituals: too expensive, little gain (e.g. you can scry a location for 6 seconds for 1k gold...)</p><p></p><p>skill challenges: I've come to dread these. They just don't work as promised unless you put herculean efforts into their development (see Mike Mearls articles about designing skill challenges for examples)</p><p></p><p>monsters: padded with unnecessary HP...you can avoid the resultant grind with careful choice of monsters (and monster roles) but a DM shouldn't have to be a brilliant tactician to ensure speedy combat.</p><p></p><p>lethality: they went a little too far in their efforts to remove the unpleasant random deaths of 3.5e. </p><p></p><p>powers: we need a recharge mechanic and we need a little more to differentiate different types of magic/power sources. I don't mean in terms of effects (I think 4e does this nicely already...wizards and fighters do very different things) but in terms of how the abilities are employed. As the developers get more comfortable with the system we've seen progress on the latter with the primal polymorph mechanic, rages, vestiges and now "full disciplines" and psionic augmentation.</p><p></p><p>small ephemeral modifiers and conditions: between the marks, the withering bastard swords (and the like), the warlord bonuses, the monster auras, and the controllers' debuffs, battles often turn into endeavors in accounting.</p></blockquote><p></p>
[QUOTE="ppaladin123, post: 5013005, member: 60923"] I voted, "like it." I prefer it to 3e (as it did away with plenty of broken mechanics, randomness and fiddly details) but I feel like some of the magic (literally and figuratively) was lost in the transition. You needn't look any further than the host of insipid magical items that provide a once a day +x modifier to a skill/attack. other warts: rituals: too expensive, little gain (e.g. you can scry a location for 6 seconds for 1k gold...) skill challenges: I've come to dread these. They just don't work as promised unless you put herculean efforts into their development (see Mike Mearls articles about designing skill challenges for examples) monsters: padded with unnecessary HP...you can avoid the resultant grind with careful choice of monsters (and monster roles) but a DM shouldn't have to be a brilliant tactician to ensure speedy combat. lethality: they went a little too far in their efforts to remove the unpleasant random deaths of 3.5e. powers: we need a recharge mechanic and we need a little more to differentiate different types of magic/power sources. I don't mean in terms of effects (I think 4e does this nicely already...wizards and fighters do very different things) but in terms of how the abilities are employed. As the developers get more comfortable with the system we've seen progress on the latter with the primal polymorph mechanic, rages, vestiges and now "full disciplines" and psionic augmentation. small ephemeral modifiers and conditions: between the marks, the withering bastard swords (and the like), the warlord bonuses, the monster auras, and the controllers' debuffs, battles often turn into endeavors in accounting. [/QUOTE]
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