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4th Edition Improvements (please read OP)
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<blockquote data-quote="Rechan" data-source="post: 4661486" data-attributes="member: 54846"><p>To be honest, I think many of the 4e improvements happen on the DM side of the screen. </p><p></p><p>Here's a few I can think of:</p><p></p><p>1) No long spell lists to look up and/or have ready. Nor long spell lists to decide what to prepare for the day.</p><p></p><p>To the dedicated Wizard-player, this will likely be a disappointment. But to anyone whose reason for not playing a spellcaster <em>was</em> the enormous amount of options and rules to keep track of, this should be an incentive. </p><p></p><p>In addition, <em>all</em> relevant information for any ability can easily fill a 3x5 note card. </p><p></p><p>2) Non-spellcasters have more things to do in combat. They simply have more combat options than what is now a Basic Attack. </p><p></p><p>3) "Healing" characters do more than <em>just</em> heal. Even in 3e, to cast a healing spell, you had to use a standard action and be adjacent to the ally. Now, act of using a Healing power is a minor one at ranged; you can still attack and move in the same round. </p><p></p><p>And, everyone can at least heal themselves once. This offers a little less pressure on the healer.</p><p></p><p>4) Classes no longer compete for relevance in combat vs. out of combat. If you want to play a fighter, you don't have to be useless when you're not hitting things. Granted, rogues still get more skills. </p><p></p><p>5) No more adjusting stats on the fly. Computing your to-hit bonus because someone put a buff on you is a simple plus to your normal to-hit. A debuff is a simple -2. That's it. </p><p></p><p>6) There's no single die-roll that will take you out of the rest of the fight. Not even "Hold Person" effects (except for Stun, but those are quite rare), and don't last the whole fight.</p><p></p><p>Now, here is my suggestion to <em>you</em>. Do not get everyone together, and have them make characters. Teach them the rules <em>first</em>. Let them see it in play <em>first</em>. </p><p></p><p>The reason? If someone doesn't understand how the rules work, someone is bound to pick powers that work differently than what they think. The significance of this status affect vs. that one can be overlooked. The utiltiy of this At-Will over that one. </p><p></p><p>My suggestion: make a bunch of pre-gens. You likely know who you're playing with, so take some guesses as to what they might like, and shoot for the gold. (Hint: If someone likes a fighter-mage, go for the Swordmage). Take a look at the preview classes in Dragon (if nothing else, make a barbarian). Try to make at least two of each class, or two of each role, to demonstrate how they play differently. A sword-and-board 'defend the group' fighter fights different from a 'charge and smash' two handed fighter. A warlock and a rogue just behave differently (and an Artful dodger is more skilled at moving people around, positioning them, while a Brutal Scoundrel is a frontliner.)</p></blockquote><p></p>
[QUOTE="Rechan, post: 4661486, member: 54846"] To be honest, I think many of the 4e improvements happen on the DM side of the screen. Here's a few I can think of: 1) No long spell lists to look up and/or have ready. Nor long spell lists to decide what to prepare for the day. To the dedicated Wizard-player, this will likely be a disappointment. But to anyone whose reason for not playing a spellcaster [i]was[/i] the enormous amount of options and rules to keep track of, this should be an incentive. In addition, [i]all[/i] relevant information for any ability can easily fill a 3x5 note card. 2) Non-spellcasters have more things to do in combat. They simply have more combat options than what is now a Basic Attack. 3) "Healing" characters do more than [i]just[/i] heal. Even in 3e, to cast a healing spell, you had to use a standard action and be adjacent to the ally. Now, act of using a Healing power is a minor one at ranged; you can still attack and move in the same round. And, everyone can at least heal themselves once. This offers a little less pressure on the healer. 4) Classes no longer compete for relevance in combat vs. out of combat. If you want to play a fighter, you don't have to be useless when you're not hitting things. Granted, rogues still get more skills. 5) No more adjusting stats on the fly. Computing your to-hit bonus because someone put a buff on you is a simple plus to your normal to-hit. A debuff is a simple -2. That's it. 6) There's no single die-roll that will take you out of the rest of the fight. Not even "Hold Person" effects (except for Stun, but those are quite rare), and don't last the whole fight. Now, here is my suggestion to [i]you[/i]. Do not get everyone together, and have them make characters. Teach them the rules [i]first[/i]. Let them see it in play [i]first[/i]. The reason? If someone doesn't understand how the rules work, someone is bound to pick powers that work differently than what they think. The significance of this status affect vs. that one can be overlooked. The utiltiy of this At-Will over that one. My suggestion: make a bunch of pre-gens. You likely know who you're playing with, so take some guesses as to what they might like, and shoot for the gold. (Hint: If someone likes a fighter-mage, go for the Swordmage). Take a look at the preview classes in Dragon (if nothing else, make a barbarian). Try to make at least two of each class, or two of each role, to demonstrate how they play differently. A sword-and-board 'defend the group' fighter fights different from a 'charge and smash' two handed fighter. A warlock and a rogue just behave differently (and an Artful dodger is more skilled at moving people around, positioning them, while a Brutal Scoundrel is a frontliner.) [/QUOTE]
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