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4E - 18 Months Later: Love it or hate it?
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<blockquote data-quote="Mercule" data-source="post: 5013951" data-attributes="member: 5100"><p>Ha-ha. I have to agree, to an extent. It isn't so much the power creep, for me. Just the general "more of the same". Don't get me wrong. I like a lot of the new classes (I'm indifferent to the entirety of the Primal source, but the rest are cool). I was just hoping for more interesting bits.</p><p></p><p>I think the underlying mechanics of 4e are the best edition, period. The devil is in the details, though. It would have been nice to see each power source behave more uniquely, even to the point of making each its own mini-game to support varied play styles. Psionics looks like the sort of difference I'd like, but I'm afraid WotC is going to screw it up and use that model for other sources, too.</p><p></p><p>I think Kafen had some really good points on the non-combat stuff. I'm not talking skills, but the castle building, etc. Really, though, that was the strong point of 1e. Gygax really liked that historic feel.</p><p></p><p>My biggest issues with 4e aren't with the game mechanics, though. They're with some of the mentality at WotC.</p><p></p><p>I despise the 4e treasure parcels, as an example. I don't really mind the basic concept, but it's almost enforced. I <u>like</u> random treasure that's occasionally crappy, but there's no way for me to generate random treasure. And, the thing that absolutely infuriates me -- to the point of not wanting to use Dungeon -- is that the modules make you add the treasure in yourself. Of all the freaking stupid concepts. Treasure is one of the most annoying activities in creating my own adventures. What the heck am I paying WotC for? Yeah, the maps are nice, and the adventure seeds are cool, but treasure is part of the deal. Building encounters is easy enough in 4e that I'd almost prefer the 3e Map-a-Week feature. I've been running the AP, but the current module (Umbraforge) doesn't even include locations for the parcels -- what a cop out.</p><p></p><p>The major reason my group decided to go with D&D over Hero or Storyteller was because of the support offered via modules -- I'm darn short on time. This half-assed handling of modules is enough to guarantee I'll never "love" it.</p><p></p><p>Too bad, really. As I said, the base mechanics absolutely rock.</p></blockquote><p></p>
[QUOTE="Mercule, post: 5013951, member: 5100"] Ha-ha. I have to agree, to an extent. It isn't so much the power creep, for me. Just the general "more of the same". Don't get me wrong. I like a lot of the new classes (I'm indifferent to the entirety of the Primal source, but the rest are cool). I was just hoping for more interesting bits. I think the underlying mechanics of 4e are the best edition, period. The devil is in the details, though. It would have been nice to see each power source behave more uniquely, even to the point of making each its own mini-game to support varied play styles. Psionics looks like the sort of difference I'd like, but I'm afraid WotC is going to screw it up and use that model for other sources, too. I think Kafen had some really good points on the non-combat stuff. I'm not talking skills, but the castle building, etc. Really, though, that was the strong point of 1e. Gygax really liked that historic feel. My biggest issues with 4e aren't with the game mechanics, though. They're with some of the mentality at WotC. I despise the 4e treasure parcels, as an example. I don't really mind the basic concept, but it's almost enforced. I [u]like[/u] random treasure that's occasionally crappy, but there's no way for me to generate random treasure. And, the thing that absolutely infuriates me -- to the point of not wanting to use Dungeon -- is that the modules make you add the treasure in yourself. Of all the freaking stupid concepts. Treasure is one of the most annoying activities in creating my own adventures. What the heck am I paying WotC for? Yeah, the maps are nice, and the adventure seeds are cool, but treasure is part of the deal. Building encounters is easy enough in 4e that I'd almost prefer the 3e Map-a-Week feature. I've been running the AP, but the current module (Umbraforge) doesn't even include locations for the parcels -- what a cop out. The major reason my group decided to go with D&D over Hero or Storyteller was because of the support offered via modules -- I'm darn short on time. This half-assed handling of modules is enough to guarantee I'll never "love" it. Too bad, really. As I said, the base mechanics absolutely rock. [/QUOTE]
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