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4E Poorly Rated on Amazon...
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<blockquote data-quote="rounser" data-source="post: 4315892" data-attributes="member: 1106"><p>Very good point Merric, I'm a big fan of puzzles too.</p><p></p><p>There's no rules for making them, though. This was a bit of a dealbreaker for me.</p><p></p><p>I also liked the suggestions for handling wilderness and urban adventuring environments. Between puzzles, wilderness and urban, the width and breadth of the game expands, even if the focus in the PHB is almost purely on the combat straitjacket, a corner that seems to have been backed into. It's still not into full on exploration (which D&D should support to the hilt in the same way it does combat, IMO) but steps in the right direction. Look at the "D&D boardgames" and the good ones support combat and exploration well.</p><p></p><p>And the lack of rules for making traps are equivalent to me to a lack of rules for making monsters. I don't know why they're holding these back.</p></blockquote><p></p>
[QUOTE="rounser, post: 4315892, member: 1106"] Very good point Merric, I'm a big fan of puzzles too. There's no rules for making them, though. This was a bit of a dealbreaker for me. I also liked the suggestions for handling wilderness and urban adventuring environments. Between puzzles, wilderness and urban, the width and breadth of the game expands, even if the focus in the PHB is almost purely on the combat straitjacket, a corner that seems to have been backed into. It's still not into full on exploration (which D&D should support to the hilt in the same way it does combat, IMO) but steps in the right direction. Look at the "D&D boardgames" and the good ones support combat and exploration well. And the lack of rules for making traps are equivalent to me to a lack of rules for making monsters. I don't know why they're holding these back. [/QUOTE]
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