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4e Has Less Raw Content: Fact!
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<blockquote data-quote="Henry" data-source="post: 4496126" data-attributes="member: 158"><p>In my case, I'm starting to get a bit bored even playing 3e, much less running it. The literal 5-minute reference and adjudication look-ups on how four separate feats interact with the grapple rules; the 15 to 20 point disparity in attacks and saves between classes which mean I get hosed when hit by a monster ability meant for the Monk/Paladin; the 5 minutes of figuring out what my character sheet REALLY looks like when the bad guy hits me with an anti-magic field, and a number of other things which slow things down. I've found that I don't want to run 3e again: I'll still play it, but it doesn't keep me at the table the way 4e seems to keep my players engaged and at the table.</p><p></p><p>Now, back to the original question: There IS less content per book, I believe; but it hasn't seemed to bother me, yet. Despite fewer pages, I WILL make the heretical statement that 4e may have the best DMG created since 1979, if not the best DMG to date, in that it's the best one I've ever seen for giving a DM the advice and practical examples on what he needs to RUN THE GAME.</p><p></p><p>Page for page, the advice on types of players, how to keep the table interested, how to encourage players to get 'into' the game more, how to 'say yes' more often, how to do more with less prep time, create entertaining skill challenges, traps, and puzzles, how to build monsters and NPCs from scratch, how to make memorable NPCs, and even the return of the Random Dungeon Charts and Dungeon Dressing tables (Gygax hallelujah!!!!) make it a VERY good edition of the DMG, in my opinion the best one in a long time. If it had a wandering prostitute table too, I'd have called it the Holy Grail of DMGs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 4496126, member: 158"] In my case, I'm starting to get a bit bored even playing 3e, much less running it. The literal 5-minute reference and adjudication look-ups on how four separate feats interact with the grapple rules; the 15 to 20 point disparity in attacks and saves between classes which mean I get hosed when hit by a monster ability meant for the Monk/Paladin; the 5 minutes of figuring out what my character sheet REALLY looks like when the bad guy hits me with an anti-magic field, and a number of other things which slow things down. I've found that I don't want to run 3e again: I'll still play it, but it doesn't keep me at the table the way 4e seems to keep my players engaged and at the table. Now, back to the original question: There IS less content per book, I believe; but it hasn't seemed to bother me, yet. Despite fewer pages, I WILL make the heretical statement that 4e may have the best DMG created since 1979, if not the best DMG to date, in that it's the best one I've ever seen for giving a DM the advice and practical examples on what he needs to RUN THE GAME. Page for page, the advice on types of players, how to keep the table interested, how to encourage players to get 'into' the game more, how to 'say yes' more often, how to do more with less prep time, create entertaining skill challenges, traps, and puzzles, how to build monsters and NPCs from scratch, how to make memorable NPCs, and even the return of the Random Dungeon Charts and Dungeon Dressing tables (Gygax hallelujah!!!!) make it a VERY good edition of the DMG, in my opinion the best one in a long time. If it had a wandering prostitute table too, I'd have called it the Holy Grail of DMGs. :) [/QUOTE]
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