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A "naysayer's" review of 4E
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<blockquote data-quote="Primal" data-source="post: 4258408" data-attributes="member: 30678"><p>Well, I don't any see point in "bashing" the game just out ot principle, especially as there is some stuff that I actually like better than in 3E. I just hope my "street cred" among the "naysayers" is not completely gone now! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> (No, The Rouse has not replaced me with one of his programmed clones -- I swear it!)</p><p></p><p>One more thing -- I wrote about traps being more complex now, but I forgot to mention now they work in a much more "realistical" and consistent way. In fact, traps are "monsters" in the sense that they roll initiative and target one of your defenses. For a 'simulationist' it feels that this is how traps *should* work in D&D, and it is, indeed, internally consistent with the rest of the mechanics.</p><p></p><p>Personally my biggest problems in 4E -- in addition to keeping track of all the various small mechanical details -- are coming up with plausible explanations for how most of the powers work, and the 'exception-based' monster/NPC system. Otherwise the system *is* more internally consistent than any other edition of the game, and my opinion about the Defenses actually changed after reading the books. I think they work better than 3E saving throws. And like Ari has posted here, it *is* pretty easy to come up with "improvised" actions (even tripping) and there are rules (and even a DC table) for such "stunts" in DMG. </p><p></p><p>What 4E does exceptionally well is encouraging role-playing (outside combat, that is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> and character immersion and focusing on the story.</p></blockquote><p></p>
[QUOTE="Primal, post: 4258408, member: 30678"] Well, I don't any see point in "bashing" the game just out ot principle, especially as there is some stuff that I actually like better than in 3E. I just hope my "street cred" among the "naysayers" is not completely gone now! :D (No, The Rouse has not replaced me with one of his programmed clones -- I swear it!) One more thing -- I wrote about traps being more complex now, but I forgot to mention now they work in a much more "realistical" and consistent way. In fact, traps are "monsters" in the sense that they roll initiative and target one of your defenses. For a 'simulationist' it feels that this is how traps *should* work in D&D, and it is, indeed, internally consistent with the rest of the mechanics. Personally my biggest problems in 4E -- in addition to keeping track of all the various small mechanical details -- are coming up with plausible explanations for how most of the powers work, and the 'exception-based' monster/NPC system. Otherwise the system *is* more internally consistent than any other edition of the game, and my opinion about the Defenses actually changed after reading the books. I think they work better than 3E saving throws. And like Ari has posted here, it *is* pretty easy to come up with "improvised" actions (even tripping) and there are rules (and even a DC table) for such "stunts" in DMG. What 4E does exceptionally well is encouraging role-playing (outside combat, that is ;) and character immersion and focusing on the story. [/QUOTE]
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