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4E: What 3.x problem did it fix for you?
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<blockquote data-quote="Zaruthustran" data-source="post: 4194613" data-attributes="member: 1457"><p>Here's my short list of improvements over 3e. Of course, until June 6 we won't know if 4E actually delivers on these improvements. </p><p></p><p></p><p>1. Ditching stat boost magic items/putting more emphasis on the character, less emphasis on his gear. D&D shouldn't be about "phat lewts".</p><p>2. Ditching that aggravating 5, 10, 5 counting method for movement. Needlessly complex.</p><p>3. Making fighters useful and fun at high level, making wizards useful and fun at low level.</p><p>4. The "take the better of either score" paradigm for Fort, Reflex, AC, and Will. Finally, Dex can be a dump stat, and high Str low Con characters can be tough. </p><p>5. Unlocking rules for PC builds/advancement from NPC and monster builds/advancement. </p><p>6. Shifting the paradigm for feats. In 3E feats granted new abilities, in 4E they tend to enhance existing abilities. In other words, class features seem to trump feats--I like that.</p><p>7. No more class dipping!</p><p>8. Static HP/level</p><p>9. More HP at first level</p><p>10. Change to dying rules (even if you're -1, there's a chance you can die in three rounds--but high level characters don't auto-die at -10)</p><p>11. Short rests vs long rests, and at-will vs per-encounter vs per-day; the "John McClane" view of HP and fighting ability</p><p>12. Paragon Paths. They're better than Prestige Classes because they're added flavor to your existing class.</p><p>13. Revamp to magic system; I include the whole rituals concept in this one.</p><p>14. Shields. 'Nuff said.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 4194613, member: 1457"] Here's my short list of improvements over 3e. Of course, until June 6 we won't know if 4E actually delivers on these improvements. 1. Ditching stat boost magic items/putting more emphasis on the character, less emphasis on his gear. D&D shouldn't be about "phat lewts". 2. Ditching that aggravating 5, 10, 5 counting method for movement. Needlessly complex. 3. Making fighters useful and fun at high level, making wizards useful and fun at low level. 4. The "take the better of either score" paradigm for Fort, Reflex, AC, and Will. Finally, Dex can be a dump stat, and high Str low Con characters can be tough. 5. Unlocking rules for PC builds/advancement from NPC and monster builds/advancement. 6. Shifting the paradigm for feats. In 3E feats granted new abilities, in 4E they tend to enhance existing abilities. In other words, class features seem to trump feats--I like that. 7. No more class dipping! 8. Static HP/level 9. More HP at first level 10. Change to dying rules (even if you're -1, there's a chance you can die in three rounds--but high level characters don't auto-die at -10) 11. Short rests vs long rests, and at-will vs per-encounter vs per-day; the "John McClane" view of HP and fighting ability 12. Paragon Paths. They're better than Prestige Classes because they're added flavor to your existing class. 13. Revamp to magic system; I include the whole rituals concept in this one. 14. Shields. 'Nuff said. [/QUOTE]
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