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4e Combat Frustrating Instead of Fun?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4367003" data-attributes="member: 35909"><p>It worked in 3E, which I've only found broken when things like Shapechanging into stuff to give you crazy Su abilities, or the Planar Shephard prestige class, or picking out items/races and such to become immune to damage (half celestial troll and some other stuff, for example), but never from stacking bonuses on a die roll. All the other stuff any sane DM alters or bans.</p><p></p><p>The game didn't cease to be challenging when my Goliath Martial Rogue / Barbarian could use his knockback feat (and heavy optimizing) to generate bull rush mods after a hit in the +30's by level 8, basically guaranteeing he home run batted anything he hit, the only real variable being "how far?" It was fun. I used tumbling and other stuff to position to send the guy flying past allies for AoO's, good times. Despite this horrendous stacking, he still was vulnerable to spells, still bled, still had some weak saves, hittable AC... And when he faced something he couldn't move, he had other options, like (guaranteed success) UMDing a wand to buff the party. The point is, the system allowed me to do things without worry of a dice (and still having variance, and need for dice on other things), managed to not fall apart broken, and never made me ask, "why'd I show up again?"</p><p></p><p>4E got rid of all that, both the tricks to avoid luck, and the incredible versatility, and I saw it first hand avalanche all together. Maybe at higher levels you get more powers to handle these issues, but in 3E you generally didn't have to wait too long to find a strong area to work around.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4367003, member: 35909"] It worked in 3E, which I've only found broken when things like Shapechanging into stuff to give you crazy Su abilities, or the Planar Shephard prestige class, or picking out items/races and such to become immune to damage (half celestial troll and some other stuff, for example), but never from stacking bonuses on a die roll. All the other stuff any sane DM alters or bans. The game didn't cease to be challenging when my Goliath Martial Rogue / Barbarian could use his knockback feat (and heavy optimizing) to generate bull rush mods after a hit in the +30's by level 8, basically guaranteeing he home run batted anything he hit, the only real variable being "how far?" It was fun. I used tumbling and other stuff to position to send the guy flying past allies for AoO's, good times. Despite this horrendous stacking, he still was vulnerable to spells, still bled, still had some weak saves, hittable AC... And when he faced something he couldn't move, he had other options, like (guaranteed success) UMDing a wand to buff the party. The point is, the system allowed me to do things without worry of a dice (and still having variance, and need for dice on other things), managed to not fall apart broken, and never made me ask, "why'd I show up again?" 4E got rid of all that, both the tricks to avoid luck, and the incredible versatility, and I saw it first hand avalanche all together. Maybe at higher levels you get more powers to handle these issues, but in 3E you generally didn't have to wait too long to find a strong area to work around. [/QUOTE]
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