Massawyrm said:
But those simple rule changes do make life a hell of a lot easier. During our first game, my intrepid game designer buddy decided to throw a monkey wrench into the works by having his character dive under a table and kick it out from under two guys fighting on top of it. He smiled devilishly, looked at me and asked “How are you gonna rule that…DM?” I glanced at the book for a moment and realized “Strength check against their reflexes.” Huh. He shook his head. Made sense. He made the attack, hit the numbers and all of a sudden he had two opponents prone on the floor. The rules are so straight forward now, on the fly decisions are total cake.
Yeah, I can't imagine how you ever could deal with such a situation in 3e. Setting an adhoc DC for a Strength check or ruling it as a melee touch attack (Str+BAB vs Ref, which is what was done above) would have been totally inconceivable. Yeppers...
Alphabetical, bullet-pointed, combat chapters is all kinds of usefulness, at least. I just wish 4e designers & testers would stop telling me how you can do all these things in 4e that you couldn't in 3e, except that you could do them just fine in 3e... Tell me the stuff that is an actual improvement over 3e, like the combat chapter. Hell, tell me about grappling, since Massawyrm mentioned it. That's an easy sell.
Oh and:
Massawyrm said:
But the biggest revolution is game design for 4E is the fact that the monsters scale PERFECTLY. And so do the PCs. The amount of damage they deal and can take moves up appropriately so multiple monsters of a lower level is EQUAL in damage output and the amount it can take as a single monster of a higher level.
This is only true if player defenses do not scale as they level. Which may be the case in the absense of magic items (or may not, monsters seem to get 1/2 their level as a defense bonus, do PCs get the same?), but I would not expect it to be the norm. Otherwise the damage output is not the same; the low level monsters will not be able to hit the higher level PCs as often, and thus deal less damage. Damage output depends as much on the attack bonus as it does actual damage dealt.
Massawyrm said:
Traps and puzzles are XP based rather than just CRs.
CR is XP...
Massawyrm said:
Oh yeah. And there’s no such thing as a magic item shop anymore. Which is fine, because they’ve finally made Crafting rules that actually make sense and don’t require calculus or the loss of XP. If you want a certain magic item, learn how to make it, and spend the gold to make it. Crafting magic items is what the gold cost is for now a days.
Magic item shops have always existed in the game. 1e had gp values for magic items, and you know what? There were magic item shops in our games. That was back in the early 80's, and I don't think we were alone. If there are gp values for magic items, people will use them.
And in any case, the players are going to find items that they don't want, but that others logically will. There is going to be a market for such things. D&D is, and always has been, far too magic-heavy (in its default mode) to pretend that each and every sword +1 is a rare and priceless treasure.