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4E: What 3.x problem did it fix for you?
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<blockquote data-quote="Fieari" data-source="post: 4190856" data-attributes="member: 16221"><p>1) Tactics in combat now exist. There used to be none. The game was entirely strategic, and when the battle began, it was all down to a combination of prior planning, and sheer luck. At low and high levels, this was also EXTREMELY fatal. In combat, there weren't many meaningful choices to make.</p><p></p><p>I like strategy, and while we haven't seen a lot of it in 4e yet, I'm sure it still exists. But now there are tactics as well, and that's something 3.x lacked.</p><p></p><p></p><p>2) The first combat of the day is now as meaningful as the last. This to me is what "solving the 15 minute workday" means. Before, the first 3 combats were easy, and only after draining their resources did the combat really matter... that fourth battle will prove if the earlier three drained too many resources or not. But what fun is that? Especially when those three battles takes hours of real time to play out. They aren't interesting enough. 4e fixes this.</p><p></p><p></p><p>3) Everyone has interesting choices to make now. Before, it was more or less just the wizards making choices. Also, wizards are more reliable now, and require less looking up in the book to work, as their combat abilities are simpler to arbitrate, while the more complicated abilities are now relegated to out-of-combat only. I suppose you COULD perform a ritual in combat though... and that could make a neat set piece. The warriors defending the wizard who is frantically trying to finish the ritual while the invaders are closing in. When did that ever come up in 3.x?</p><p></p><p></p><p>4) High level play is easier to run. I play high level. I play almost exclusively high level. Trust me... the stories are fun, but in 3.x, the actual mechanics are a BEAST. And we run into the "all prep, no game" problem of strategy vs. tactics. And the battles are so swingy, based almost purely on initiative. Not much fun, even if the stories are. This is fixed in 4e.</p></blockquote><p></p>
[QUOTE="Fieari, post: 4190856, member: 16221"] 1) Tactics in combat now exist. There used to be none. The game was entirely strategic, and when the battle began, it was all down to a combination of prior planning, and sheer luck. At low and high levels, this was also EXTREMELY fatal. In combat, there weren't many meaningful choices to make. I like strategy, and while we haven't seen a lot of it in 4e yet, I'm sure it still exists. But now there are tactics as well, and that's something 3.x lacked. 2) The first combat of the day is now as meaningful as the last. This to me is what "solving the 15 minute workday" means. Before, the first 3 combats were easy, and only after draining their resources did the combat really matter... that fourth battle will prove if the earlier three drained too many resources or not. But what fun is that? Especially when those three battles takes hours of real time to play out. They aren't interesting enough. 4e fixes this. 3) Everyone has interesting choices to make now. Before, it was more or less just the wizards making choices. Also, wizards are more reliable now, and require less looking up in the book to work, as their combat abilities are simpler to arbitrate, while the more complicated abilities are now relegated to out-of-combat only. I suppose you COULD perform a ritual in combat though... and that could make a neat set piece. The warriors defending the wizard who is frantically trying to finish the ritual while the invaders are closing in. When did that ever come up in 3.x? 4) High level play is easier to run. I play high level. I play almost exclusively high level. Trust me... the stories are fun, but in 3.x, the actual mechanics are a BEAST. And we run into the "all prep, no game" problem of strategy vs. tactics. And the battles are so swingy, based almost purely on initiative. Not much fun, even if the stories are. This is fixed in 4e. [/QUOTE]
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