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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="Voadam" data-source="post: 9222030" data-attributes="member: 2209"><p>I believe it was easier to do a lot of 3.5 TotM than it was in 4e. 3e most movement was closing, then either plant or five foot steps to avoid AoOs and get off full attacks. The complications of a typical board would generally only be an issue with something like a monk or rogue tumbling past a front line to get the backliners or set up a flank, then the possible five foot steps to avoid flanks could be a bit difficult to track.</p><p></p><p>People can run around drawing AoOs and there are suboptimal things like trying to push an opponent in 3.5, but mostly you close then plant with a little wiggle room for five foot stepping or not which is fairly straightforward for TotM.</p><p></p><p>In 4e there are a lot of movement powers, both for moving yourself without AoOs and moving your opponent. A couple roles for PC classes and monsters (strikers and skirmishers) have mobility as part of their concept. This means movement on the grid is more complicated.</p><p></p><p>4e also encouraged making terrain features matter more in combat so exact positioning was a little more important.</p><p></p><p>4e had a lot of conditions such as marks where exact positioning and distance mattered.</p><p></p><p>4e also gave martials more area attacks like hitting every square around you. 3.5 had a feat chain to eventually whirlwind attack to do so, but 4e gave it generally from level 1 and sometimes as an at will.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9222030, member: 2209"] I believe it was easier to do a lot of 3.5 TotM than it was in 4e. 3e most movement was closing, then either plant or five foot steps to avoid AoOs and get off full attacks. The complications of a typical board would generally only be an issue with something like a monk or rogue tumbling past a front line to get the backliners or set up a flank, then the possible five foot steps to avoid flanks could be a bit difficult to track. People can run around drawing AoOs and there are suboptimal things like trying to push an opponent in 3.5, but mostly you close then plant with a little wiggle room for five foot stepping or not which is fairly straightforward for TotM. In 4e there are a lot of movement powers, both for moving yourself without AoOs and moving your opponent. A couple roles for PC classes and monsters (strikers and skirmishers) have mobility as part of their concept. This means movement on the grid is more complicated. 4e also encouraged making terrain features matter more in combat so exact positioning was a little more important. 4e had a lot of conditions such as marks where exact positioning and distance mattered. 4e also gave martials more area attacks like hitting every square around you. 3.5 had a feat chain to eventually whirlwind attack to do so, but 4e gave it generally from level 1 and sometimes as an at will. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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