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4th Edition Improvements (please read OP)
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<blockquote data-quote="TwinBahamut" data-source="post: 4661476" data-attributes="member: 32536"><p>1. Cleaned up the "math". Probably better stated as smoothed out level progressions so, unlike 3E where the Fighters and Wizards start with nearly the same chance of hitting on an attack roll and end up with Fighters being guaranteed to hit with an attack roll and Wizards pretty much can't, in 4E there is a constant difference between them so Fighters always have a good chance, and Wizards always have a slightly lower but still very real chance. This also applies just as much to skill checks and trained/untrained skills.</p><p></p><p>2. Roles. It is a lot easier to know both what a class is designed to do and how it compares to other classes when it comes to building a party. The limiting "Fighter, Rogue, Wizard, Cleric" assumptions of the previous editions, which often made it hard to create a solid team using classes other than those four, have been completely replaced. This makes class choice much more flexible than before.</p><p></p><p>3. The new monster design paradigm, designed so that the baseline of a typical encounter is a group of five monsters at your level rather than just one monster of your level. The experience values for such monsters, and their more varied and tactical abilities, means that complex and fun encounters are much easier to create and run.</p><p></p><p>4. Minion, Elite, and Solo monsters. This basically just adds on to the advantage of point 3, but it is worth mentioning on its own.</p><p></p><p>5. The new magic item system. The "Big 6" have been removed, and the new layout for how magic items are described, as well as the kinds of abilities that they have, leads to a much more balanced, easy to use, varied, and generally fun experience. No more giving up on badass gauntlets that let you pitch a giant axe like a boomerang just because you need Gloves of Dexterity.</p><p></p><p>6. Powers. Now everyone in the game gets to perform cool things as part of their basic class abilities. This is particularly nice for classes like the old Fighter.</p><p></p><p>7. Healing Surges. Thanks to these, characters are not dependent on a healer class in order to heal themselves and get through a long series of battles. At the same time, they provide a great method of measuring worn down the party has become.</p><p></p><p>8. Simpler basic rules. I can't even describe how much easier it is to understand and run things like Opportunity Attacks and Aerial Combat. Improvements to the clarity of special conditions and special abilities also has helped a lot.</p><p></p><p>9. Rituals. Now most of the useful effects that defined the old Wizard class have been systematized into their own category, so you no longer need to have a Wizard in order to benefit from their effects. This is a huge improvement for campaign building, too.</p><p></p><p>10. Paragon Paths and Epic Destinies. These have all the benefits of the old Prestige Classes, except now you don't need to stop progressing in your main class in order to gain the benefit of one. The also add some punch to the already useful Tier system.</p><p></p><p>4E is not perfect by a long shot, but it does have a number of clear improvements over older versions of the game. I wish you good luck in persuading other people to convert.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4661476, member: 32536"] 1. Cleaned up the "math". Probably better stated as smoothed out level progressions so, unlike 3E where the Fighters and Wizards start with nearly the same chance of hitting on an attack roll and end up with Fighters being guaranteed to hit with an attack roll and Wizards pretty much can't, in 4E there is a constant difference between them so Fighters always have a good chance, and Wizards always have a slightly lower but still very real chance. This also applies just as much to skill checks and trained/untrained skills. 2. Roles. It is a lot easier to know both what a class is designed to do and how it compares to other classes when it comes to building a party. The limiting "Fighter, Rogue, Wizard, Cleric" assumptions of the previous editions, which often made it hard to create a solid team using classes other than those four, have been completely replaced. This makes class choice much more flexible than before. 3. The new monster design paradigm, designed so that the baseline of a typical encounter is a group of five monsters at your level rather than just one monster of your level. The experience values for such monsters, and their more varied and tactical abilities, means that complex and fun encounters are much easier to create and run. 4. Minion, Elite, and Solo monsters. This basically just adds on to the advantage of point 3, but it is worth mentioning on its own. 5. The new magic item system. The "Big 6" have been removed, and the new layout for how magic items are described, as well as the kinds of abilities that they have, leads to a much more balanced, easy to use, varied, and generally fun experience. No more giving up on badass gauntlets that let you pitch a giant axe like a boomerang just because you need Gloves of Dexterity. 6. Powers. Now everyone in the game gets to perform cool things as part of their basic class abilities. This is particularly nice for classes like the old Fighter. 7. Healing Surges. Thanks to these, characters are not dependent on a healer class in order to heal themselves and get through a long series of battles. At the same time, they provide a great method of measuring worn down the party has become. 8. Simpler basic rules. I can't even describe how much easier it is to understand and run things like Opportunity Attacks and Aerial Combat. Improvements to the clarity of special conditions and special abilities also has helped a lot. 9. Rituals. Now most of the useful effects that defined the old Wizard class have been systematized into their own category, so you no longer need to have a Wizard in order to benefit from their effects. This is a huge improvement for campaign building, too. 10. Paragon Paths and Epic Destinies. These have all the benefits of the old Prestige Classes, except now you don't need to stop progressing in your main class in order to gain the benefit of one. The also add some punch to the already useful Tier system. 4E is not perfect by a long shot, but it does have a number of clear improvements over older versions of the game. I wish you good luck in persuading other people to convert. [/QUOTE]
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