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D&D Older Editions, OSR, & D&D Variants
D&D 4E fans: what do you like about 4E?
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<blockquote data-quote="Blue" data-source="post: 9100618" data-attributes="member: 20564"><p><strong>Treasure packages.</strong> Divorcing rewards from killing things is a good thing.</p><p></p><p><strong>Healing surges (+ Second Wind)</strong>. Remove the cleric/healing dependancy. Have healing scale to the character.</p><p></p><p><strong>Power Recharge simularity / Adventuring Day length / class balance.</strong> Because everyone (pre-Essentials) had roughly the same number of daily, encounter, and at-will powers, shorter or longer adventuring days did not throw off the balance between classes</p><p></p><p><strong>Utility powers that weren't magic.</strong> Give equal utility to not casters.</p><p></p><p><strong>Push for interesting combats.</strong> This was a combo of many monsters having more interesting mechanics, plus the push for terrain and hazards.</p><p></p><p><strong>Skill Challenges.</strong> Even though the mechanics had some issues, the concept of moving away from individual task resolution was a huge step forward.</p><p></p><p><strong>Supported Heroic Fantasy tropes.</strong> Everyone was that style of fantasy superheroic from the genre, instead of the split of "magic can do everything, but you can only jump 12 feet."</p><p></p><p><strong>Rituals.</strong> Well, kinda. I loved the concept of them. However I didn't like that magic item advancement is an expected part of character advancement, and rituals used the same feeder mechanism of gold.</p><p></p><p><strong>Residuum.</strong> Just wonderfully useful to keep the game going as a game, esp. with the gear-as-part-of-expected-character-advancement.</p><p></p><p><strong>Keywords.</strong> Treating the rules as rules and making it easy to have repeated bits because they were defined. This isn't a knock of 5e's "ruling not rules", it's a statement that having common, repeatable, easily defined keywords makes it easier to work off them. Like Bloodied.</p><p></p><p><strong>Unified Attacker makes the rolls.</strong> Doesn't matter if it's an attack or a save.</p><p></p><p><strong>Easy durations.</strong> Things like "until the end of encounter" or "save ends" removed the need for tracking duration.</p></blockquote><p></p>
[QUOTE="Blue, post: 9100618, member: 20564"] [B]Treasure packages.[/B] Divorcing rewards from killing things is a good thing. [B]Healing surges (+ Second Wind)[/B]. Remove the cleric/healing dependancy. Have healing scale to the character. [B]Power Recharge simularity / Adventuring Day length / class balance.[/B] Because everyone (pre-Essentials) had roughly the same number of daily, encounter, and at-will powers, shorter or longer adventuring days did not throw off the balance between classes [B]Utility powers that weren't magic.[/B] Give equal utility to not casters. [B]Push for interesting combats.[/B] This was a combo of many monsters having more interesting mechanics, plus the push for terrain and hazards. [B]Skill Challenges.[/B] Even though the mechanics had some issues, the concept of moving away from individual task resolution was a huge step forward. [B]Supported Heroic Fantasy tropes.[/B] Everyone was that style of fantasy superheroic from the genre, instead of the split of "magic can do everything, but you can only jump 12 feet." [B]Rituals.[/B] Well, kinda. I loved the concept of them. However I didn't like that magic item advancement is an expected part of character advancement, and rituals used the same feeder mechanism of gold. [B]Residuum.[/B] Just wonderfully useful to keep the game going as a game, esp. with the gear-as-part-of-expected-character-advancement. [B]Keywords.[/B] Treating the rules as rules and making it easy to have repeated bits because they were defined. This isn't a knock of 5e's "ruling not rules", it's a statement that having common, repeatable, easily defined keywords makes it easier to work off them. Like Bloodied. [B]Unified Attacker makes the rolls.[/B] Doesn't matter if it's an attack or a save. [B]Easy durations.[/B] Things like "until the end of encounter" or "save ends" removed the need for tracking duration. [/QUOTE]
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D&D 4E fans: what do you like about 4E?
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