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D&D 4.5E (Not Essentials)
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<blockquote data-quote="John Meyers" data-source="post: 6257701" data-attributes="member: 6677185"><p>Definitely have to agree on this one! 'good thoughts - especially the point about play-testing. The damage expression problem should have been resolved long before publication - Heck, I played 4e for quite some time before I even realized this was the major problem. I've had to borrow some tricks from various sources on-line to speed things up (like using +1 tokens as a reward for thoughtful, entertaining, or fast play). We use a turn-tracker for initiative and conditions (absolutely essential, IMHO). I've also done away with the ever-escalating enhancement bonuses by using the inherent bonuses rule (It's a an administrative pain to keep handing out upgrades to equipment). One thing I'd like to see re-visited would be Skill Challenges. I've had to consciously streamline these, and almost never use them alone (almost always combined with combat). </p><p>I've played all versions of DnD so far (except Next) and I'm currently heavily invested in 4e (I"m a po'boy, you see (Dear WoTC . . . )), but one thing I've learned from gaming is that a good DM can make almost any system work - as long as I can improvise a compelling story and challenging combats (my players are the tactical gaming type), people keep showing up at the table (it's definitely NOT my Quesadillas!). In a way, it's almost a GOOD thing that 4E was so "BAD", because my players and I have managed to craft a pretty good game using the rules that we like (which is most of them), and tweaking or discarding the ones that we don't like. Our house-rule document is about 3 or 4 pages long, with a good chunk devoted to modifications to the enchanting rules. </p><p>But, I digress - 1-3, and 6-7 above are the ones I'd definitely put resources towards if I worked at WoTC, and had successfully argued to keep development of 4E alive!</p></blockquote><p></p>
[QUOTE="John Meyers, post: 6257701, member: 6677185"] Definitely have to agree on this one! 'good thoughts - especially the point about play-testing. The damage expression problem should have been resolved long before publication - Heck, I played 4e for quite some time before I even realized this was the major problem. I've had to borrow some tricks from various sources on-line to speed things up (like using +1 tokens as a reward for thoughtful, entertaining, or fast play). We use a turn-tracker for initiative and conditions (absolutely essential, IMHO). I've also done away with the ever-escalating enhancement bonuses by using the inherent bonuses rule (It's a an administrative pain to keep handing out upgrades to equipment). One thing I'd like to see re-visited would be Skill Challenges. I've had to consciously streamline these, and almost never use them alone (almost always combined with combat). I've played all versions of DnD so far (except Next) and I'm currently heavily invested in 4e (I"m a po'boy, you see (Dear WoTC . . . )), but one thing I've learned from gaming is that a good DM can make almost any system work - as long as I can improvise a compelling story and challenging combats (my players are the tactical gaming type), people keep showing up at the table (it's definitely NOT my Quesadillas!). In a way, it's almost a GOOD thing that 4E was so "BAD", because my players and I have managed to craft a pretty good game using the rules that we like (which is most of them), and tweaking or discarding the ones that we don't like. Our house-rule document is about 3 or 4 pages long, with a good chunk devoted to modifications to the enchanting rules. But, I digress - 1-3, and 6-7 above are the ones I'd definitely put resources towards if I worked at WoTC, and had successfully argued to keep development of 4E alive! [/QUOTE]
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