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D&D 4.5E (Not Essentials)
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<blockquote data-quote="sabrinathecat" data-source="post: 6257699" data-attributes="member: 89838"><p>I would argue that strategic planning was greatly enhanced, as everyone now has a reason to pay attention and plan what their characters were going to do, how they were going to respond, and put forward their best combination of actions, rather than just have one or two people dictate everything.</p><p>Rogues need flanks or stealth for combat advantage, Rangers need positioning for their multi-melee attacks, Fighters should be forward to be flank-buddies or form walls to defend the squishy characters in the back, warlocks need to move around to spread their curses and gain shadow-walk...</p><p></p><p>The wizards and sorcerors are not the over-powered, kill everything of the battlefield.</p><p></p><p>Rituals... well, like potion brewing, by the time you could do it, you usually didn't need it. They did nicely clear out the clutter of the spell lists to get the out-of-combat utility powers away from the critical attack powers. Prices were a bit steep at low-level, but by paragon, pretty cheap except for things like raising the dead/resurrection/etc. On the other hand, in all the campaigns and adventuring I've done since 4e came out (weekly game * 4 years--5?) we've only needed such things 3 or 4 times, and once was for a colt that didn't survive birth.</p><p></p><p>Now, it wasn't perfect, but it was a great game design.</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6257699, member: 89838"] I would argue that strategic planning was greatly enhanced, as everyone now has a reason to pay attention and plan what their characters were going to do, how they were going to respond, and put forward their best combination of actions, rather than just have one or two people dictate everything. Rogues need flanks or stealth for combat advantage, Rangers need positioning for their multi-melee attacks, Fighters should be forward to be flank-buddies or form walls to defend the squishy characters in the back, warlocks need to move around to spread their curses and gain shadow-walk... The wizards and sorcerors are not the over-powered, kill everything of the battlefield. Rituals... well, like potion brewing, by the time you could do it, you usually didn't need it. They did nicely clear out the clutter of the spell lists to get the out-of-combat utility powers away from the critical attack powers. Prices were a bit steep at low-level, but by paragon, pretty cheap except for things like raising the dead/resurrection/etc. On the other hand, in all the campaigns and adventuring I've done since 4e came out (weekly game * 4 years--5?) we've only needed such things 3 or 4 times, and once was for a colt that didn't survive birth. Now, it wasn't perfect, but it was a great game design. [/QUOTE]
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