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Falling off the 4ed bandwagon
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<blockquote data-quote="Zustiur" data-source="post: 5049631" data-attributes="member: 1544"><p>I fall in the category (if there is such a thing) of slowly pulling myself onto the bandwagon.</p><p>I didn't like the sound of 4E when I heard about it pre-release. I didn't like the way the book of nine swords (I think that was the book) classes worked.</p><p>I got the 4E books and immediately hated the system. BUT as my only regular gaming group was switching to 4E I made sure I gave it a go. </p><p></p><p>At first all the things I hated really got in the way, and I toyed with the idea of leaving the group. Then we reached a suitable point where I could swap out my character for a new one, and take better advantage of the intra-party role-playing. This made a tenfold difference to my enjoyment.</p><p></p><p>Over a year later and I definitely look forward to each session (monthly), and I'm even getting ideas of how I'd run a 4E game myself.</p><p>BUT most if not all of my original gripes are still present. What I'm realizing is that to me, 4E is a separate game. I love playing it, but to me it doesn't capture the D&D feeling. RPG? Sure. Fantasy? Sure. D&D, no not really. </p><p></p><p>There are just too many 'sacred cows' of D&D missing from 4E from my perspective. However, the more I read threads like this one, the more I'm convinced 4E isn't the problem. The group/DM/campaign is the problem.</p><p></p><p>I could enjoy 4E a lot more if minor things were changed but as yet the only houserules we seem to have are to do with action points.</p><p></p><p>One thing I'd really really like to try, is to forget about which power's a character knows. Each character would be able to use any power from their class. </p><p>I'm not sure how this would fit together exactly, but I'm thinking along the lines of - you still follow the #'s for how many you can use per encounter, per day etc. But you can choose from any of your available powers at the start of that period.</p><p>i.e. at the start of the day you pick your daily powers. </p><p>After each short rest you pick your encounter powers.</p><p>Each round you pick whatever at-will you feel like using.</p><p></p><p>What I suggest is discussing your complaints with the players. If they're all happy with things exactly as they are, I don't advise changing anything. If they are fed up with some of the same things, then see what suggestions they can come up with.</p><p></p><p>But mainly, one thing I think you may be struggling with (and one of my personal gripes) is that powers dictate how players think. I have these powers therefore that's all I can do. Try taking their at will powers away for an encounter and saying "You know what kinds of things at wills can do, so just say I'm going to do this or that to get this or the other benefit, and we'll work it out from there." Use the famous p.42 to adjudicate.</p><p></p><p>After they've done that for one encounter they should be more open minded about trying interesting tactics instead of always using the same powers.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5049631, member: 1544"] I fall in the category (if there is such a thing) of slowly pulling myself onto the bandwagon. I didn't like the sound of 4E when I heard about it pre-release. I didn't like the way the book of nine swords (I think that was the book) classes worked. I got the 4E books and immediately hated the system. BUT as my only regular gaming group was switching to 4E I made sure I gave it a go. At first all the things I hated really got in the way, and I toyed with the idea of leaving the group. Then we reached a suitable point where I could swap out my character for a new one, and take better advantage of the intra-party role-playing. This made a tenfold difference to my enjoyment. Over a year later and I definitely look forward to each session (monthly), and I'm even getting ideas of how I'd run a 4E game myself. BUT most if not all of my original gripes are still present. What I'm realizing is that to me, 4E is a separate game. I love playing it, but to me it doesn't capture the D&D feeling. RPG? Sure. Fantasy? Sure. D&D, no not really. There are just too many 'sacred cows' of D&D missing from 4E from my perspective. However, the more I read threads like this one, the more I'm convinced 4E isn't the problem. The group/DM/campaign is the problem. I could enjoy 4E a lot more if minor things were changed but as yet the only houserules we seem to have are to do with action points. One thing I'd really really like to try, is to forget about which power's a character knows. Each character would be able to use any power from their class. I'm not sure how this would fit together exactly, but I'm thinking along the lines of - you still follow the #'s for how many you can use per encounter, per day etc. But you can choose from any of your available powers at the start of that period. i.e. at the start of the day you pick your daily powers. After each short rest you pick your encounter powers. Each round you pick whatever at-will you feel like using. What I suggest is discussing your complaints with the players. If they're all happy with things exactly as they are, I don't advise changing anything. If they are fed up with some of the same things, then see what suggestions they can come up with. But mainly, one thing I think you may be struggling with (and one of my personal gripes) is that powers dictate how players think. I have these powers therefore that's all I can do. Try taking their at will powers away for an encounter and saying "You know what kinds of things at wills can do, so just say I'm going to do this or that to get this or the other benefit, and we'll work it out from there." Use the famous p.42 to adjudicate. After they've done that for one encounter they should be more open minded about trying interesting tactics instead of always using the same powers. [/QUOTE]
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