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6 months later: impressions of 4e
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<blockquote data-quote="Yair" data-source="post: 4623581" data-attributes="member: 10913"><p>Well, my group has just decided, after trying 4e for months, to abandon it. So obviously we aren't pleased with it.</p><p></p><p>We like a lot of things about 4e. I think that, as someone else said above, 4e is D&D that finally got what it's all about and did it right. Hoiwever, we found the grind of combats boring, and the tactical-wargame aspect overwhelmed our game. We found that a lot of powers didn't make sense, and worse that the specific rules that must constantly be adhered to sucked the descriptions out of our play. We found that the roleplaying was in practice overshadowed and overwhelmed by long, ardous battles that took up hours. We found, having played from 1st to 9th level and with a brief foray to level 22, that increasing level was pointless, not really changing the game and increasing its difficulty. We found that knowing the powers and how to use them, especially at high levels, was difficult. As a DM, I found that the brief monster descriptions were too often confusing and unclear, and that I often forgot to apply this or that power. We found the rules too complex, getting in the way of play - you always look up the rule (power card description), or just wing the rules knowing that you're perhaps violating them (what's the DC for breaking down that door? Can you run when flying? ...)</p><p></p><p>4e was great in allowing dynamic, high-action combat, in exotic locales - but the combats were too slow, which neutered any excitement at them. The actions described were great, but in time become repetitive and the effects in-game didn't really match the pompous descriptions. It had good improvisation rules, too, but the players still felt confined to the hard framework provided by their powers and the combat grid. It was extremely balanced, but at the cost of versimilitude (you use your three daily item powers, and then when pull out another one... it doesn't work).</p><p></p><p>So my impression with 4e was ultimately a disappointment. Because I think this is in many ways the best edition of D&D, we have decided to move on to another game, one with less emphasis on tactical wargaming and more support for roleplaying.</p><p></p><p>And yes, I'm well aware all of my complaints can be handled with a few house rules and a change of style in DMing. I don't want to make the effort, I want to move on to greener pastures. I think we need a change of pace, more than anything else.</p></blockquote><p></p>
[QUOTE="Yair, post: 4623581, member: 10913"] Well, my group has just decided, after trying 4e for months, to abandon it. So obviously we aren't pleased with it. We like a lot of things about 4e. I think that, as someone else said above, 4e is D&D that finally got what it's all about and did it right. Hoiwever, we found the grind of combats boring, and the tactical-wargame aspect overwhelmed our game. We found that a lot of powers didn't make sense, and worse that the specific rules that must constantly be adhered to sucked the descriptions out of our play. We found that the roleplaying was in practice overshadowed and overwhelmed by long, ardous battles that took up hours. We found, having played from 1st to 9th level and with a brief foray to level 22, that increasing level was pointless, not really changing the game and increasing its difficulty. We found that knowing the powers and how to use them, especially at high levels, was difficult. As a DM, I found that the brief monster descriptions were too often confusing and unclear, and that I often forgot to apply this or that power. We found the rules too complex, getting in the way of play - you always look up the rule (power card description), or just wing the rules knowing that you're perhaps violating them (what's the DC for breaking down that door? Can you run when flying? ...) 4e was great in allowing dynamic, high-action combat, in exotic locales - but the combats were too slow, which neutered any excitement at them. The actions described were great, but in time become repetitive and the effects in-game didn't really match the pompous descriptions. It had good improvisation rules, too, but the players still felt confined to the hard framework provided by their powers and the combat grid. It was extremely balanced, but at the cost of versimilitude (you use your three daily item powers, and then when pull out another one... it doesn't work). So my impression with 4e was ultimately a disappointment. Because I think this is in many ways the best edition of D&D, we have decided to move on to another game, one with less emphasis on tactical wargaming and more support for roleplaying. And yes, I'm well aware all of my complaints can be handled with a few house rules and a change of style in DMing. I don't want to make the effort, I want to move on to greener pastures. I think we need a change of pace, more than anything else. [/QUOTE]
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