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General Tabletop Discussion
*TTRPGs General
Does 4e limit the scope of campaigns?
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<blockquote data-quote="Wik" data-source="post: 4670281" data-attributes="member: 40177"><p>For the record...</p><p></p><p>THINGS I LIKE ABOUT 4E:</p><p></p><p>* The Trained/Untrained system (though I'd like there to be a "half trained" or something)</p><p>* Races, no ability penalties</p><p>* Racial Powers</p><p>* Multi-classing (at least, the theory)</p><p>* AC/Reflex/Fort/Will as Defences.</p><p>* A focus on keeping everyone in the game (I always did it, but not everyone did)</p><p>* Really implementing PC movement and terrain</p><p>* Rituals (they do have a use, I just don't like some of the ripples they make on other facets of the game)</p><p>* Power Sources</p><p>* Hit Points and Healing Surges</p><p>* The way the math works (I like tiers, and the +1/2 level thing is grand)</p><p>* Monster Roles, and a focus on multiple monsters per encounter (big plus over 3rd, but really just going back to BECMI and 1e roots)</p><p>* At-Wills (existed in 3e, though, in a different way)</p><p>* No Monk</p><p>* No monk in the PHB 2.</p><p>* No frigging monk.</p><p>* Easy to retcon flavour.</p><p>* A better DMG</p><p>* Quick to prep games, and easier to DM.</p><p>* Putting magical items in the PHB (hated it at first, but I can see it was a good idea)</p><p>* The folding of some skills into groups. (I have a caveat, here... I think the game should have done what Earthdawn did, and include open-to-the player "Background skills" like Blacksmithing or 'Dragonborn Scale Weaving'.</p></blockquote><p></p>
[QUOTE="Wik, post: 4670281, member: 40177"] For the record... THINGS I LIKE ABOUT 4E: * The Trained/Untrained system (though I'd like there to be a "half trained" or something) * Races, no ability penalties * Racial Powers * Multi-classing (at least, the theory) * AC/Reflex/Fort/Will as Defences. * A focus on keeping everyone in the game (I always did it, but not everyone did) * Really implementing PC movement and terrain * Rituals (they do have a use, I just don't like some of the ripples they make on other facets of the game) * Power Sources * Hit Points and Healing Surges * The way the math works (I like tiers, and the +1/2 level thing is grand) * Monster Roles, and a focus on multiple monsters per encounter (big plus over 3rd, but really just going back to BECMI and 1e roots) * At-Wills (existed in 3e, though, in a different way) * No Monk * No monk in the PHB 2. * No frigging monk. * Easy to retcon flavour. * A better DMG * Quick to prep games, and easier to DM. * Putting magical items in the PHB (hated it at first, but I can see it was a good idea) * The folding of some skills into groups. (I have a caveat, here... I think the game should have done what Earthdawn did, and include open-to-the player "Background skills" like Blacksmithing or 'Dragonborn Scale Weaving'. [/QUOTE]
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