Geron Raveneye
Explorer
Since my fellow german Mustrum "Gummibärchen Ridcully already started a thread where 4E fans could voice their points of doubt about 4E, I thought it would only be prudent to open a thread where 4E sceptics could voice what they find positive about the new edition. So come on, here's your chance to prove that your scepticism hasn't made you blind to those positive concepts that you saw.
Mine are:
- Points of Light:: I really like the concept of having this as the default campaign, because it leaves a LOT of space for the imagination of new players and DMs to integrate about any adventure they come across or think up themselves without stumbling over heaps of backlogged setting details.
- The implied emphasis of Law vs. Chaos in the setting and planes. Maybe it's just me, but points of light is screaming law vs. chaos more than good vs. evil, and the planar separation of the "Elemental Tempest" with the Abyss at its center below the material vs. the Astral Sea with Divine Domains above the material plane is also a lw vs. chaos dichotomy.
- The underlying principle of class roles. The method/terminology it is done with may be debatable, but the idea is perfect to introduce new players easily into D&D "teamwork thinking", something that shapes a group rather than a bunch of individuals.
- The artwork is, as far as I have seen it, better than what there is in several 3E books (with the exception of Todd Lockwood, whose artwork I love for the most part!). Good art = good visualization of the game = more immersion = better roleplaying.
- The supposedly easier monster creation. It's a step "back" towards older editions, but with an underlying framework of understandable concepts, which will hopefully be disclosed to the DM.
And please, this thread isn't for discussion/dissection of the positive points the posters make. We have PLENTY of other threads for that. I just would like it to show that not all 4E critics are "blind h4ters".

Mine are:
- Points of Light:: I really like the concept of having this as the default campaign, because it leaves a LOT of space for the imagination of new players and DMs to integrate about any adventure they come across or think up themselves without stumbling over heaps of backlogged setting details.
- The implied emphasis of Law vs. Chaos in the setting and planes. Maybe it's just me, but points of light is screaming law vs. chaos more than good vs. evil, and the planar separation of the "Elemental Tempest" with the Abyss at its center below the material vs. the Astral Sea with Divine Domains above the material plane is also a lw vs. chaos dichotomy.
- The underlying principle of class roles. The method/terminology it is done with may be debatable, but the idea is perfect to introduce new players easily into D&D "teamwork thinking", something that shapes a group rather than a bunch of individuals.
- The artwork is, as far as I have seen it, better than what there is in several 3E books (with the exception of Todd Lockwood, whose artwork I love for the most part!). Good art = good visualization of the game = more immersion = better roleplaying.
- The supposedly easier monster creation. It's a step "back" towards older editions, but with an underlying framework of understandable concepts, which will hopefully be disclosed to the DM.
And please, this thread isn't for discussion/dissection of the positive points the posters make. We have PLENTY of other threads for that. I just would like it to show that not all 4E critics are "blind h4ters".
