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D&D 4E fans: what do you like about 4E?
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<blockquote data-quote="roger semerad" data-source="post: 9082305" data-attributes="member: 6998612"><p>1: Attacker always rolls - Out of all the things that we lost in 5th, this is the one that really angered me the most. I understand most of the other changes in 5th are a matter of personal opinion, so those I don't get mad at, but attackers always roll is just an objectively better way to do things. I compare it directly to the Thac0 to BAB change. Both basically leave the math completely unchanged, while making them easier to understand, use, and teach. It's a small thing to focus on, but that's also part of why I'm so mad at it going away. For what reason did the designers go back to the old way? Did attackers always role just have too much 4th stink on it? It's the only reason I can think of. Okay, Okay, that will be the last angry thing I'll say, I'll keep the rest of my post focused just on what I love about 4th. I just had to get that off my chest.</p><p></p><p>2: Fun tactical combat - I love how the battlefield, positioning, teamwork, and movement all really matter. Fights in 4th are dynamic things and I love it.</p><p></p><p>3: The background lore - I'm continuously fascinated by the lore found in 4th edition books. They always get me thinking about the possibilities in the world. I even think the Wizard's Presents World Preview book is one of the best worldbuilding books ever written. You don't often hear about the creative process behind <strong>why</strong> the world and mythology are the way they are. It's a great resource. </p><p></p><p>4: Plenty of choice with PCs - There is so much design space in 4th to make the character you want that it's amazing it's still a class based system. In no other version of D&D have I had so much fun comming up with a weird concept. There always seems to be a way to make anything in 4th, no matter how much you deviate from the classic class identities. Not only make, but have the way you act on a mechanical level also reflect that concept.</p><p></p><p>5: Ritual Casting - I love separating the combat and noncombat spells. It gives both more design space by not having them compete with each other. I also love that a non spellcasting class can pick up ritual casting if they want. It also really works with the way I always thought of magic in fiction. That ritual processes and magic reagents can help you conjure more powerful effects than what you can do on the spot. Casting a spell in seconds with your own magical energy requires a ton of practice to pull off, and mages can only fast cast a few spells that they've practiced to death. So if you want a quick combat spell, that's the thing to practice, but if you want to pull off a spell tailored to the problem at hand, that's when you have to do it ritually.</p><p></p><p>A bunch of other things too, but I think those are the big ones for me. 4th may not be <strong>completely perfect</strong>, but it's about as close as it can get for me.</p></blockquote><p></p>
[QUOTE="roger semerad, post: 9082305, member: 6998612"] 1: Attacker always rolls - Out of all the things that we lost in 5th, this is the one that really angered me the most. I understand most of the other changes in 5th are a matter of personal opinion, so those I don't get mad at, but attackers always roll is just an objectively better way to do things. I compare it directly to the Thac0 to BAB change. Both basically leave the math completely unchanged, while making them easier to understand, use, and teach. It's a small thing to focus on, but that's also part of why I'm so mad at it going away. For what reason did the designers go back to the old way? Did attackers always role just have too much 4th stink on it? It's the only reason I can think of. Okay, Okay, that will be the last angry thing I'll say, I'll keep the rest of my post focused just on what I love about 4th. I just had to get that off my chest. 2: Fun tactical combat - I love how the battlefield, positioning, teamwork, and movement all really matter. Fights in 4th are dynamic things and I love it. 3: The background lore - I'm continuously fascinated by the lore found in 4th edition books. They always get me thinking about the possibilities in the world. I even think the Wizard's Presents World Preview book is one of the best worldbuilding books ever written. You don't often hear about the creative process behind [B]why[/B] the world and mythology are the way they are. It's a great resource. 4: Plenty of choice with PCs - There is so much design space in 4th to make the character you want that it's amazing it's still a class based system. In no other version of D&D have I had so much fun comming up with a weird concept. There always seems to be a way to make anything in 4th, no matter how much you deviate from the classic class identities. Not only make, but have the way you act on a mechanical level also reflect that concept. 5: Ritual Casting - I love separating the combat and noncombat spells. It gives both more design space by not having them compete with each other. I also love that a non spellcasting class can pick up ritual casting if they want. It also really works with the way I always thought of magic in fiction. That ritual processes and magic reagents can help you conjure more powerful effects than what you can do on the spot. Casting a spell in seconds with your own magical energy requires a ton of practice to pull off, and mages can only fast cast a few spells that they've practiced to death. So if you want a quick combat spell, that's the thing to practice, but if you want to pull off a spell tailored to the problem at hand, that's when you have to do it ritually. A bunch of other things too, but I think those are the big ones for me. 4th may not be [B]completely perfect[/B], but it's about as close as it can get for me. [/QUOTE]
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