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4th Edition and the Immortals Handbook
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4016990" data-attributes="member: 39867"><p>Well, options are great, but I think it is a step in the right direction; Accommodating new DMs vs Experienced ones. I (yesterday) intro-ed a new player to the game. Brand new. Never played before. I don't think he could run the 3.5 Pit fiend without reading it before the game began and looking up each one of it's powers. From what I can see, the Pit fiend has exactly 'enough' abilities. It can use a new power or combat plan almost every round, (most 4E should die in 4-6 rounds supposedly) and has no redundant abilities. I also like it's listed as being able to Teleport like 12 squares as a type of movement. (Doesn't even waste a spell) A new DM could quickly figure out moments after cracking open the MM to the Pit Fiend entry how it should be run. 3.5 Pit fiend? Sure, it has lots of abilities and a big stat block, but unless the DM knew every spell and feat he possessed and how they work, a lot of the possible options are unavailable to him. (or would be run wrong or misinterpreted)</p><p></p><p>As for per encounter stuff: I like it. Saves tons of book-keeping. Might be a bit odd explaining in game (Need to rest to regain you magical reserves to use that spell again) but I don't see that as any more odd than Vancian casting. (You just invoked the almighty word of instant death last round, six seconds ago, but you can't remember what that word was? I bet our enemies could, if they were still alive.)</p><p></p><p>But only time will tell; If 4E is fun to play, and feels (or can be made to feel) like the classic D&D my group and I enjoy, then bring it on! If it is bad, well, then, at least we all know how to play 3.5! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4016990, member: 39867"] Well, options are great, but I think it is a step in the right direction; Accommodating new DMs vs Experienced ones. I (yesterday) intro-ed a new player to the game. Brand new. Never played before. I don't think he could run the 3.5 Pit fiend without reading it before the game began and looking up each one of it's powers. From what I can see, the Pit fiend has exactly 'enough' abilities. It can use a new power or combat plan almost every round, (most 4E should die in 4-6 rounds supposedly) and has no redundant abilities. I also like it's listed as being able to Teleport like 12 squares as a type of movement. (Doesn't even waste a spell) A new DM could quickly figure out moments after cracking open the MM to the Pit Fiend entry how it should be run. 3.5 Pit fiend? Sure, it has lots of abilities and a big stat block, but unless the DM knew every spell and feat he possessed and how they work, a lot of the possible options are unavailable to him. (or would be run wrong or misinterpreted) As for per encounter stuff: I like it. Saves tons of book-keeping. Might be a bit odd explaining in game (Need to rest to regain you magical reserves to use that spell again) but I don't see that as any more odd than Vancian casting. (You just invoked the almighty word of instant death last round, six seconds ago, but you can't remember what that word was? I bet our enemies could, if they were still alive.) But only time will tell; If 4E is fun to play, and feels (or can be made to feel) like the classic D&D my group and I enjoy, then bring it on! If it is bad, well, then, at least we all know how to play 3.5! :) [/QUOTE]
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