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5e vs. 4e Zeitgeist?
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<blockquote data-quote="tragicThaumaturge" data-source="post: 8352567" data-attributes="member: 6975610"><p>I began running the campaign over two years ago, and decided to go with 4e precisely because the monsters were so well written (seriously, they're so good, much better than official monsters even). </p><p>Additionally, the unorthodox nature of the adventures makes 4e rituals really shine. We played for 6 years in another campaign (a modified version of the Orcus adventure path, which was also better than the original) and rituals were mostly for transportation or for resurrection. In Zeitgeist, my players make it a point to learn as many rituals as they can and devote plenty of resources to it. </p><p>On a similar note, one of them got ahold of Kell's machete and since money is scarce, decided to forsake enhancement bonus improvements for his armor and neck items in favor of multiple low-level weapons with good dailies, which essentially means his play style now revolves around "consumable" weapons.</p><p>In short, everything about the adventure path encourages unusual play styles, which together with the set piece encounters that take advantage of 4e's robust combat system, makes it an absolute joy to play. I would heavily encourage you to play in 4e.</p></blockquote><p></p>
[QUOTE="tragicThaumaturge, post: 8352567, member: 6975610"] I began running the campaign over two years ago, and decided to go with 4e precisely because the monsters were so well written (seriously, they're so good, much better than official monsters even). Additionally, the unorthodox nature of the adventures makes 4e rituals really shine. We played for 6 years in another campaign (a modified version of the Orcus adventure path, which was also better than the original) and rituals were mostly for transportation or for resurrection. In Zeitgeist, my players make it a point to learn as many rituals as they can and devote plenty of resources to it. On a similar note, one of them got ahold of Kell's machete and since money is scarce, decided to forsake enhancement bonus improvements for his armor and neck items in favor of multiple low-level weapons with good dailies, which essentially means his play style now revolves around "consumable" weapons. In short, everything about the adventure path encourages unusual play styles, which together with the set piece encounters that take advantage of 4e's robust combat system, makes it an absolute joy to play. I would heavily encourage you to play in 4e. [/QUOTE]
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