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4E: What 3.x problem did it fix for you?
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<blockquote data-quote="Foundry of Decay" data-source="post: 4190822" data-attributes="member: 846"><p>Hmm, I'll try to list the big ones that were solved for both myself and both of my players (for the most part.)</p><p></p><p>1. Magic System - I could never seem to get a game going due to annoyances over the magic system of 3.x. In fact it wasn't until recently that a player and I both realized that the reason I couldn't get a campaign to go for more than 4 or 5 sessions maximum was due to us all having to try and fiddle with the magic system.</p><p></p><p>We tried everything. We even tried making our own magic system and it got to the point where I started obsessing over the math end of using a 'point buy' version of magic that was done much better in the Psionics handbook (version 2.) </p><p></p><p>In fact, the arcane 'slot' magic system is the biggest reason why I just gave up for the longest time. One player refused to play any class that had a spellcasting feature as well, despite him *wanting* to play one now and then.</p><p></p><p>2. The Build System - By this I mean that with some exceptions, you had to build an enemy or npc (that required statting out) from the ground up. This might not have happened for everyone, but being able to mix and match things, not have to worry about skill points at all for enemies (want them to have +30 in tracking for some reason? Fine, they have +30), and generally seeing that I could make my own creatures up within certain guidelines were a boon.</p><p></p><p>I know I could do the same with 3.x, but sometimes creatures could end up broken, or with too many feats, or too few skill points or too little damage or immune to too much or *scream* it goes on like that.</p><p></p><p>3. Survivability - I used to have to do the 'kid gloves' thing for the first few levels of character's lives in 3.x. Meaning no orcs wandering around with great axes since one hit could drop someone, and one crit had a very good chance of utterly obliterating someone. </p><p></p><p>I admit, I was leery of the new crit system when I first read about it. No confirmation and only max damage seemed odd at first, but it works like a charm in actual play. I realize now just how bad it was to roll a 20 only to lose that big crit due to a bad secondary roll.</p><p></p><p>Crits doing max damage helps keep enemies around a bit longer too. I had the party fight a boss sorceress who was critted TWICE with two acid arrows, and hit with another spell and she still was able to cast the next round (but died soon after since those were some BIG hurts put in on the first round). In 3.x crits of that nature would have meant any caster would have been absolutely deconstructed and packed in an urn that first round.</p><p></p><p>Healing surges enter into this category as well. Mostly because I just like them. Very good idea having everyone able to use them.</p><p></p><p>4. Extended working day - My players and I had to basically write out any reasons why, after killing the guards in the first room in a castle, they could be allowed to rest without interruption because the mage or cleric were out of spells. Now we don't have to do that for the most part.</p><p></p><p>In fact, the 'lite' game I ran had the party go from the first room to the boss without resting more than 5 min. breaks, and there were 3 levels to the complex they were exploring. Probably 6 or 8 encounters total. It really was a breath of fresh air.</p><p></p><p>5. Saves as Defenses - I really like the fact that saves are defenses now. Less rolling.</p><p></p><p>That's my toss of the copper, anyway. There are probably more little things I'm not remembering though.</p></blockquote><p></p>
[QUOTE="Foundry of Decay, post: 4190822, member: 846"] Hmm, I'll try to list the big ones that were solved for both myself and both of my players (for the most part.) 1. Magic System - I could never seem to get a game going due to annoyances over the magic system of 3.x. In fact it wasn't until recently that a player and I both realized that the reason I couldn't get a campaign to go for more than 4 or 5 sessions maximum was due to us all having to try and fiddle with the magic system. We tried everything. We even tried making our own magic system and it got to the point where I started obsessing over the math end of using a 'point buy' version of magic that was done much better in the Psionics handbook (version 2.) In fact, the arcane 'slot' magic system is the biggest reason why I just gave up for the longest time. One player refused to play any class that had a spellcasting feature as well, despite him *wanting* to play one now and then. 2. The Build System - By this I mean that with some exceptions, you had to build an enemy or npc (that required statting out) from the ground up. This might not have happened for everyone, but being able to mix and match things, not have to worry about skill points at all for enemies (want them to have +30 in tracking for some reason? Fine, they have +30), and generally seeing that I could make my own creatures up within certain guidelines were a boon. I know I could do the same with 3.x, but sometimes creatures could end up broken, or with too many feats, or too few skill points or too little damage or immune to too much or *scream* it goes on like that. 3. Survivability - I used to have to do the 'kid gloves' thing for the first few levels of character's lives in 3.x. Meaning no orcs wandering around with great axes since one hit could drop someone, and one crit had a very good chance of utterly obliterating someone. I admit, I was leery of the new crit system when I first read about it. No confirmation and only max damage seemed odd at first, but it works like a charm in actual play. I realize now just how bad it was to roll a 20 only to lose that big crit due to a bad secondary roll. Crits doing max damage helps keep enemies around a bit longer too. I had the party fight a boss sorceress who was critted TWICE with two acid arrows, and hit with another spell and she still was able to cast the next round (but died soon after since those were some BIG hurts put in on the first round). In 3.x crits of that nature would have meant any caster would have been absolutely deconstructed and packed in an urn that first round. Healing surges enter into this category as well. Mostly because I just like them. Very good idea having everyone able to use them. 4. Extended working day - My players and I had to basically write out any reasons why, after killing the guards in the first room in a castle, they could be allowed to rest without interruption because the mage or cleric were out of spells. Now we don't have to do that for the most part. In fact, the 'lite' game I ran had the party go from the first room to the boss without resting more than 5 min. breaks, and there were 3 levels to the complex they were exploring. Probably 6 or 8 encounters total. It really was a breath of fresh air. 5. Saves as Defenses - I really like the fact that saves are defenses now. Less rolling. That's my toss of the copper, anyway. There are probably more little things I'm not remembering though. [/QUOTE]
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