(Psi)SeveredHead
Adventurer
Mustrum_Ridcully said:Often enough, we read criticism on 4E from people that mostly dislike it. It often comes down to the same points repeated, and us 4E likers have to jump in and defend what we like (or so we believe).
But this thread is a chance for those that like most aspects of 4E to describe the stuff they still worry about.
Changes going to far? Changes going not far enough? Weaknesses in the design assumptions? Drawbacks we'd prefer to avoid?
Some random silly stuff:
Classes not flexible enough. For instance, my opinion of 4e went from 90% to 75% after seeing the Rogue preview. This has me worried the ranger will only be able to use two combat styles.
Int doesn't affect skills, new stat order, and Con used inappropriately. (Do you really use Con to resist bull rushes and grapples?)
You can only trip once per combat. Yes, I understand that's more balanced, and 3.x trip was overpowered, but there has to be another way. Preferably one that makes sense.
Combat options seemed kind of weird. Confusing. Weird numbers. This is probably just something that takes getting used to and I'll be delighted when it comes out. Also there were reports on too much bonus and mark management in combat, though that could be the inexperience talking.
Magic missile requires an attack roll. Why? *Sniff*
This doesn't counteract the mountain of good stuff. I love the new ranger's options, for instance. This is literally the first time I've seen a ranger that can make a good NPC. (As a PC, their skills are spotlighted enough to make them worth it but in 3.x their damage was pretty pathetic.) Skeletons that "explode" when "bloodied" is also awesome.