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Ampersand: Sneak Attack
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4066345" data-attributes="member: 710"><p>Ah, I don't know. I think the fact that each class has powers (really powers, resource management included) changes a lot from 3E. We haven't seen enough of them to really understand how it can change the dynamics - though I am willing to believe that some of them have a better "mental model" of that then others.</p><p></p><p>What I noticed it - the game mechanics look "cleaner", easier to identify and understand. Everything is a neat, contained package that you can look at individually. The rules for a power are in the power. Once you understand some basic terms (per encounter, defenses, slide/shift/move/attack), you will be able to understand each power. There seems less space for special synergy or counter-effects. </p><p>Different from 3.x, where you have to look carefully whether a special ability might work. Works against flat-footed foes - unless they have uncanny dodge - and also on foes that just lost their dex bonus - unless they have uncanny dodge, except when they're helpless, or when you're flanking the target, unless it has improved uncanny dodge, except when you're five levels higher then him, unless he is undead, elemental, construct or just has a special immunity unique to him or his species, or the target enjoys concealment against you ...</p><p></p><p>4E seems more user-friendly in that regard.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4066345, member: 710"] Ah, I don't know. I think the fact that each class has powers (really powers, resource management included) changes a lot from 3E. We haven't seen enough of them to really understand how it can change the dynamics - though I am willing to believe that some of them have a better "mental model" of that then others. What I noticed it - the game mechanics look "cleaner", easier to identify and understand. Everything is a neat, contained package that you can look at individually. The rules for a power are in the power. Once you understand some basic terms (per encounter, defenses, slide/shift/move/attack), you will be able to understand each power. There seems less space for special synergy or counter-effects. Different from 3.x, where you have to look carefully whether a special ability might work. Works against flat-footed foes - unless they have uncanny dodge - and also on foes that just lost their dex bonus - unless they have uncanny dodge, except when they're helpless, or when you're flanking the target, unless it has improved uncanny dodge, except when you're five levels higher then him, unless he is undead, elemental, construct or just has a special immunity unique to him or his species, or the target enjoys concealment against you ... 4E seems more user-friendly in that regard. [/QUOTE]
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