Sadrik
First Post
4e has been a blessing for me as 3e had some pretty devastating problems from its inception some of which eventually got work-arounds: multiclassing spell-casters, a skill system that was ripe with skills like: forgery, use rope and escape artist, a class and PrC glut that strained the playtestability of every combination which lead to exploding damage potentials and uber-broken combos, and then just the annoyingly endless amounts of requirements that needed to be checked and rechecked.
So, what mechanical breakthroughs has 4e brought? Here is a small list in no particular order.
1. The evening out of the BAB and level bonuses
2. Streamlining of the skill system
3. Saves as Defenses
4. Streamlining all powers from all character types into one system (no endless class based sub-systems)
5. XP system, including no losing XP
6. Monsters, how they are different than PC's, the endless variety of each type
7. Ritual system for out of combat spells and magic item creation
8. PoL setting
9. Actions (Standard, Move, Minor)
Everything is not hunky dory though. Like everything in life this RPG it is not perfect. It has some flaws some more serious than others. Here is a list of system problems potential or otherwise.
1. Stat polarity- tough or strong, smart or quick, perceptive or social
2. A clear focus on STR, CON, DEX (feats, what each stat does in general)
3. Weapons- sizing for small creatures, damages for various weapons, weapon uniqueness
4. Streamlining all powers from all character types into one system (no excellent unique sub-systems)
5. Class imbalance (Ranger)
6. Non-Weapon attacks missing a "weapon training" bonus to hit
7. Endless magical at-will attacks, should a wizard be able to magic missile all day?
Discuss and add your concerns and affirmations.
So, what mechanical breakthroughs has 4e brought? Here is a small list in no particular order.
1. The evening out of the BAB and level bonuses
2. Streamlining of the skill system
3. Saves as Defenses
4. Streamlining all powers from all character types into one system (no endless class based sub-systems)
5. XP system, including no losing XP
6. Monsters, how they are different than PC's, the endless variety of each type
7. Ritual system for out of combat spells and magic item creation
8. PoL setting
9. Actions (Standard, Move, Minor)
Everything is not hunky dory though. Like everything in life this RPG it is not perfect. It has some flaws some more serious than others. Here is a list of system problems potential or otherwise.
1. Stat polarity- tough or strong, smart or quick, perceptive or social
2. A clear focus on STR, CON, DEX (feats, what each stat does in general)
3. Weapons- sizing for small creatures, damages for various weapons, weapon uniqueness
4. Streamlining all powers from all character types into one system (no excellent unique sub-systems)
5. Class imbalance (Ranger)
6. Non-Weapon attacks missing a "weapon training" bonus to hit
7. Endless magical at-will attacks, should a wizard be able to magic missile all day?
Discuss and add your concerns and affirmations.