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<blockquote data-quote="James Gasik" data-source="post: 8555408" data-attributes="member: 6877472"><p>Having been a huge fan of 4e, I will mention what I found to be it's limitations.</p><p></p><p>-Decision paralysis. There was a lot of options by the end at each level, and finding the good ones from a sea of mediocre choices took a great deal of time. The loss of the character builder and online options beyond the books that helped fix weaker classes killed the game rather definitively.</p><p></p><p>-Related to the last bullet, some options were just bad for no reason. This could extend to entire classes. Where older classes (especially Wizards) kept getting great support, you couldn't say the same for Wardens, Seekers, Assassins, Sorcerers, Swordmages, etc..</p><p></p><p>-Equally related is how wildly unbalanced Feats were against one another. </p><p></p><p>-Forcing you to decide between utility and non-combat choices and combat benefits. Many really cool Feats and Utility Powers were ignored because they didn't help characters survive combat, which the bulk of the game revolved around.</p><p></p><p>-Related to the last point, rules for exploration and social interaction were woefully underdeveloped. This has always been a problem with D&D, but it really seemed to stand out in this edition.</p><p></p><p>-Complicated Stealth rules, and a sea of terribly worded Immediate Reaction abilities that lead to all manner of arguments. Despite having Immediate Interrupt as an action type, many designers got cute and made powers that reacted to triggers that could invalidate actions (one that we had many arguments about was a Feat that allowed a Drow to use Darkness as a Reaction to being targeted, then another Feat that stapled a Reaction to move to using Darkness. In theory this could invalidate an attack, but you can guess how many DM's felt about that!)</p><p></p><p>-Epic Tier play was not well thought out or playtested, and it caused my Scales of War game to fall apart. When we first hit Epic, we were getting mangled on a regular basis. 2 levels later, and we had a session where we were down two players and were having difficulty fighting a "puzzle boss".</p><p></p><p>So instead we hunkered down and just bludgeoned it to death, despite not being able to weaken it's special attacks and defenses. The DM even later admitted he'd tweaked the monster to make it stronger. Didn't matter. In the previous session, my Ranger won initiative against a powerful Solo, and after his attack routine was done, she was left prone, slowed, dazed (save ends), stunned (save ends), and had her incorporeal status removed (save ends) thanks to my Ghost-Grinding Powder. I didn't get a second turn.</p><p></p><p>But that's all you would really need to focus on. The math needs a little tweaking, but increasing attacks and defenses by 1 per tier should be sufficient.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8555408, member: 6877472"] Having been a huge fan of 4e, I will mention what I found to be it's limitations. -Decision paralysis. There was a lot of options by the end at each level, and finding the good ones from a sea of mediocre choices took a great deal of time. The loss of the character builder and online options beyond the books that helped fix weaker classes killed the game rather definitively. -Related to the last bullet, some options were just bad for no reason. This could extend to entire classes. Where older classes (especially Wizards) kept getting great support, you couldn't say the same for Wardens, Seekers, Assassins, Sorcerers, Swordmages, etc.. -Equally related is how wildly unbalanced Feats were against one another. -Forcing you to decide between utility and non-combat choices and combat benefits. Many really cool Feats and Utility Powers were ignored because they didn't help characters survive combat, which the bulk of the game revolved around. -Related to the last point, rules for exploration and social interaction were woefully underdeveloped. This has always been a problem with D&D, but it really seemed to stand out in this edition. -Complicated Stealth rules, and a sea of terribly worded Immediate Reaction abilities that lead to all manner of arguments. Despite having Immediate Interrupt as an action type, many designers got cute and made powers that reacted to triggers that could invalidate actions (one that we had many arguments about was a Feat that allowed a Drow to use Darkness as a Reaction to being targeted, then another Feat that stapled a Reaction to move to using Darkness. In theory this could invalidate an attack, but you can guess how many DM's felt about that!) -Epic Tier play was not well thought out or playtested, and it caused my Scales of War game to fall apart. When we first hit Epic, we were getting mangled on a regular basis. 2 levels later, and we had a session where we were down two players and were having difficulty fighting a "puzzle boss". So instead we hunkered down and just bludgeoned it to death, despite not being able to weaken it's special attacks and defenses. The DM even later admitted he'd tweaked the monster to make it stronger. Didn't matter. In the previous session, my Ranger won initiative against a powerful Solo, and after his attack routine was done, she was left prone, slowed, dazed (save ends), stunned (save ends), and had her incorporeal status removed (save ends) thanks to my Ghost-Grinding Powder. I didn't get a second turn. But that's all you would really need to focus on. The math needs a little tweaking, but increasing attacks and defenses by 1 per tier should be sufficient. [/QUOTE]
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