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4E: What 3.x problem did it fix for you?
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<blockquote data-quote="shadowguidex" data-source="post: 4190804" data-attributes="member: 60880"><p>1) Non-spellcaster's entire round being relegated to dice rolls with no substance.</p><p></p><p>2) Spellcaster's magic system being non-intuitive and a monster unto itself.</p><p></p><p>3) Creating unique new monsters from your imagination took far too long from conception to completion.</p><p></p><p>4) Skill system created a problem whereby most characters at higher level either automatically pass, or automatically fail.</p><p></p><p>5) Instant Death magic. It's dead, thank goodness.</p><p></p><p>6) Character races being unimportant past level 5, unless they are ridiculous monsters.</p><p></p><p>7) The 5-minute adventuring day is now remedied. Characters can actually progress through a dungeon without resting for 8 hours after every fight.</p><p></p><p>8) Exceptions based monster design allows the DM to create what he feels the monster needs in terms of abilities, instead of what the numbers force upon you.</p><p></p><p>9) Magic items will now accentuate your character, rather than being all important.</p><p></p><p>10) The 4 defenses is a vastly superior concept to saving throws, which although 3.0 made them better compared to 2.0, they were still a problem in application in 3.0.</p><p></p><p>11) The variety of playstyles. 3.0 allowed little variety beyond your decision of what race and class until you take on a prestige class, and prestige classes became a nightmare unto themselves with each book trying to outdo the others, and your character losing touch with what they originally were. 4.0 will introduce customizable syles right at level 1 which gives you the option to play different types of each class.</p><p></p><p>12) The complete overhaul of the planes will finally create a standard cosmology that feels like it isnt contrived and forced.</p><p></p><p>13) The elimination of iterative attacks, critical hit confirmations, special case rules such as grapple, and the overall streamlining of combat will make combat flow more quickly and immerse everyone in the action better than 3.0.</p><p></p><p>14) 10 Extra core levels to draw out the adventuring process and allow characters to be fully immersed in all three tiers of play.</p><p></p><p>15) The elimination and/or retooling of game breaking powers that have been exploited to maximum effect, such as Fly, Teleport, Scrying, Wish, etc.</p><p></p><p>16) Healing/Leadership system is much more flexible and fun than in 3.0.</p><p></p><p>17) Scared cows have died that have lived too long.</p></blockquote><p></p>
[QUOTE="shadowguidex, post: 4190804, member: 60880"] 1) Non-spellcaster's entire round being relegated to dice rolls with no substance. 2) Spellcaster's magic system being non-intuitive and a monster unto itself. 3) Creating unique new monsters from your imagination took far too long from conception to completion. 4) Skill system created a problem whereby most characters at higher level either automatically pass, or automatically fail. 5) Instant Death magic. It's dead, thank goodness. 6) Character races being unimportant past level 5, unless they are ridiculous monsters. 7) The 5-minute adventuring day is now remedied. Characters can actually progress through a dungeon without resting for 8 hours after every fight. 8) Exceptions based monster design allows the DM to create what he feels the monster needs in terms of abilities, instead of what the numbers force upon you. 9) Magic items will now accentuate your character, rather than being all important. 10) The 4 defenses is a vastly superior concept to saving throws, which although 3.0 made them better compared to 2.0, they were still a problem in application in 3.0. 11) The variety of playstyles. 3.0 allowed little variety beyond your decision of what race and class until you take on a prestige class, and prestige classes became a nightmare unto themselves with each book trying to outdo the others, and your character losing touch with what they originally were. 4.0 will introduce customizable syles right at level 1 which gives you the option to play different types of each class. 12) The complete overhaul of the planes will finally create a standard cosmology that feels like it isnt contrived and forced. 13) The elimination of iterative attacks, critical hit confirmations, special case rules such as grapple, and the overall streamlining of combat will make combat flow more quickly and immerse everyone in the action better than 3.0. 14) 10 Extra core levels to draw out the adventuring process and allow characters to be fully immersed in all three tiers of play. 15) The elimination and/or retooling of game breaking powers that have been exploited to maximum effect, such as Fly, Teleport, Scrying, Wish, etc. 16) Healing/Leadership system is much more flexible and fun than in 3.0. 17) Scared cows have died that have lived too long. [/QUOTE]
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