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Feeling short changed by 4th Ed.
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<blockquote data-quote="PrecociousApprentice" data-source="post: 4332083" data-attributes="member: 61449"><p>I personally feel that there is a lot of obvious design space left empty in the 4e PHB1. I think that the 4e DMG1 is mostly about running a game and leaves out a lot of the rules of earlier editions. The 4e MM1 is kinda limited in the number of options for monsters at each level, especially at 1st level because there aren't lower level monsters to pepper your encounters with. </p><p></p><p>I like the idea that an earlier poster had about dividing the books by tier instead of by power source. It would feel even more old school. I started with BECMI, and I liked that because it gave you what you needed for where your campaign was at right then. </p><p></p><p>Then I start to side with the other perspective in this debate. I think the fact that there is obvious blank design space still left on the table speaks well of what is to come. This is good for the game. Allowing WotC to do quality expansions for D&D while charging a fair price will keep the game vibrant. Good for WotC, good for gamers.</p><p></p><p>The wizard was somewhat nerfed, but this is a good thing. I hated the wizard at first, but then I realized that the wizard was split into the wizard and the warlock. Those who like to blow things up, especially single targets, should play the warlock. Those who like to play very strategically oriented wizards who like to control the more subtle aspects of the battlefield should play wizards. </p><p></p><p>Wizards are becoming my favorite class. They are multiples more flexible than any other class, incredibly powerful if you can give up the flash-bang to other classes, and have retained more of the subtle magical flavor of literary wizards. Their cantrips alone make them fun to play. And since most of the campaigns that I have ever played in have been short and low level, the new cast-all-day wizards are infinitely more interesting to me than previous editions. </p><p></p><p>I agree that the game seems incomplete. It is supposed to be, and this is a good thing. I agree that it is different than previous editions. This is also a good thing. Almost all of the "character concept" and flavor stuff is just handwaving anyway, so I have no simpathy for payers and DMs who can't handle a conversion. My pride as a gamer is grounded in my joy for creativity that our hobby requires. Get some. It will lead to better gaming.</p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4332083, member: 61449"] I personally feel that there is a lot of obvious design space left empty in the 4e PHB1. I think that the 4e DMG1 is mostly about running a game and leaves out a lot of the rules of earlier editions. The 4e MM1 is kinda limited in the number of options for monsters at each level, especially at 1st level because there aren't lower level monsters to pepper your encounters with. I like the idea that an earlier poster had about dividing the books by tier instead of by power source. It would feel even more old school. I started with BECMI, and I liked that because it gave you what you needed for where your campaign was at right then. Then I start to side with the other perspective in this debate. I think the fact that there is obvious blank design space still left on the table speaks well of what is to come. This is good for the game. Allowing WotC to do quality expansions for D&D while charging a fair price will keep the game vibrant. Good for WotC, good for gamers. The wizard was somewhat nerfed, but this is a good thing. I hated the wizard at first, but then I realized that the wizard was split into the wizard and the warlock. Those who like to blow things up, especially single targets, should play the warlock. Those who like to play very strategically oriented wizards who like to control the more subtle aspects of the battlefield should play wizards. Wizards are becoming my favorite class. They are multiples more flexible than any other class, incredibly powerful if you can give up the flash-bang to other classes, and have retained more of the subtle magical flavor of literary wizards. Their cantrips alone make them fun to play. And since most of the campaigns that I have ever played in have been short and low level, the new cast-all-day wizards are infinitely more interesting to me than previous editions. I agree that the game seems incomplete. It is supposed to be, and this is a good thing. I agree that it is different than previous editions. This is also a good thing. Almost all of the "character concept" and flavor stuff is just handwaving anyway, so I have no simpathy for payers and DMs who can't handle a conversion. My pride as a gamer is grounded in my joy for creativity that our hobby requires. Get some. It will lead to better gaming. [/QUOTE]
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