I just played my first actual rather than simulated 4E Game. A friend and myself did quite a few mock combats prior to the start up for the group because we wanted to get a feel for 4 E combat. That isn't the same as working in a group.
I have to stay I liked 4E combat. It was fun at low level unlike previous editions of DnD.
Pros:
1. Everyone gets to do something interesting: Almost everyone in the group including neutered wizard was able to contribute in a very definite and unique way. The wizard was a minion destroyer (thought this put a big arrow over his head just like the old days). The Warlord was working with the Paladin to hold the line in a very effective manner. Our strikers (infernal warlock and two weapon ranger) were roving over the battlefield taking out targets not occupied by the defender in a very expedient manner.
2. Monsters feel dangerous again: The monsters weren't a bunch of easily defeated chumps. They weren't unbeatable, but you definitely had to think about how to fight them. They were just shifty little kobolds. But they gave us a good fight.
I like the way they have tailored monsters and thought about fighting tactics for groups of minions and monsters. You really feel like you are fighting some little bastard humanoids. Shifty, scurrying dragonshield kobolds.
Good job on the monsters.
3. Group dynamic makes for a more interactive table: Our group thought about how they could best work as a group because certain classes are built for enhancing a group rather than going for the glory. The Wizard and Warlord had the most effective group powers followed by the defender. The least effective group member as far as providing support were the strikers, though they did bring the pain. I guess that is there contribution to the group for the most part.
Made for a fun table. Everyone seems to be able to contribute in an interesting way and get their chance to shine.
4. Healing: Healing doesn't seem as necessary. It's nice to be able to get through a fight and feel like you can take the pain. No need to wait days for healing or until the cleric memorizes enough spells. Just use a few surges and you're ok again.
I like the feel of it. Feels more alike to a book. That's a very big positive for me.
5. Minis: These are just fun. I enjoyed moving my character around on the map. It is much easier to visualize the game and combat with miniatures and a map.
And it's goofy fun to make your miniature talk in a funny voice and flick the monster you just killed over in the square and put your mini on top of it to roleplay your character dancing on the enemy's grave.
Cons:
1. Treasure: The treasure was a little light.
2. Combat was long: Combat was as long or longer than 3.5. Monsters don't die as easily. They get special powers too that can cause problems. Everyone now has to think about what they're going to do and sweat the eternal question of when to blow off that big, bad daily power or who your encounter power will be most effective against. Who to give the bonus to for your power and the like.
I don't know if this will scale better than 3.5 where it went from very simple at low level to very complex (at least for casters) at high level. I'm thinking it will scale better than 3.5 at high level and be more complex and longer at low level.
But at least combat is fun, so that makes up for the time spent trying to have well-organized group.
DM is getting used to how the monsters work too. It should speed up some once he gets the monsters movement and attack options down.
Overall, I had a good time. It's kind of fun to start at level one again and not know what is going on. I've played 3.5 for so long that I haven't started at level one in 3.5 in years. The low levels no longer appealed to me. It was more of a slog at level one to excitement post level ten.
Now I feel excited about being level one. I get to see what this new leveling path is like. That is a big part of the fun of 4E. They did such radical changes to the game that it feels like an entirely different game that I know nothing about. I had such a good time playing it (primarily due to the newness) that I can't remember when I had such a good time at the DnD table.
I have to give props to the designers for creating a fun game. I'm still not sure I'm going to buy it because the newness may wear off after I've used my at will power for twenty levels and used the same encounters and dailies for every battle. But right now playing 4E is like opening a Christmas gift and finding a toy that feels both familiar and new at the same time. I'm looking forward to seeing how it plays.
I have to stay I liked 4E combat. It was fun at low level unlike previous editions of DnD.
Pros:
1. Everyone gets to do something interesting: Almost everyone in the group including neutered wizard was able to contribute in a very definite and unique way. The wizard was a minion destroyer (thought this put a big arrow over his head just like the old days). The Warlord was working with the Paladin to hold the line in a very effective manner. Our strikers (infernal warlock and two weapon ranger) were roving over the battlefield taking out targets not occupied by the defender in a very expedient manner.
2. Monsters feel dangerous again: The monsters weren't a bunch of easily defeated chumps. They weren't unbeatable, but you definitely had to think about how to fight them. They were just shifty little kobolds. But they gave us a good fight.
I like the way they have tailored monsters and thought about fighting tactics for groups of minions and monsters. You really feel like you are fighting some little bastard humanoids. Shifty, scurrying dragonshield kobolds.
Good job on the monsters.
3. Group dynamic makes for a more interactive table: Our group thought about how they could best work as a group because certain classes are built for enhancing a group rather than going for the glory. The Wizard and Warlord had the most effective group powers followed by the defender. The least effective group member as far as providing support were the strikers, though they did bring the pain. I guess that is there contribution to the group for the most part.
Made for a fun table. Everyone seems to be able to contribute in an interesting way and get their chance to shine.
4. Healing: Healing doesn't seem as necessary. It's nice to be able to get through a fight and feel like you can take the pain. No need to wait days for healing or until the cleric memorizes enough spells. Just use a few surges and you're ok again.
I like the feel of it. Feels more alike to a book. That's a very big positive for me.
5. Minis: These are just fun. I enjoyed moving my character around on the map. It is much easier to visualize the game and combat with miniatures and a map.
And it's goofy fun to make your miniature talk in a funny voice and flick the monster you just killed over in the square and put your mini on top of it to roleplay your character dancing on the enemy's grave.
Cons:
1. Treasure: The treasure was a little light.
2. Combat was long: Combat was as long or longer than 3.5. Monsters don't die as easily. They get special powers too that can cause problems. Everyone now has to think about what they're going to do and sweat the eternal question of when to blow off that big, bad daily power or who your encounter power will be most effective against. Who to give the bonus to for your power and the like.
I don't know if this will scale better than 3.5 where it went from very simple at low level to very complex (at least for casters) at high level. I'm thinking it will scale better than 3.5 at high level and be more complex and longer at low level.
But at least combat is fun, so that makes up for the time spent trying to have well-organized group.
DM is getting used to how the monsters work too. It should speed up some once he gets the monsters movement and attack options down.
Overall, I had a good time. It's kind of fun to start at level one again and not know what is going on. I've played 3.5 for so long that I haven't started at level one in 3.5 in years. The low levels no longer appealed to me. It was more of a slog at level one to excitement post level ten.
Now I feel excited about being level one. I get to see what this new leveling path is like. That is a big part of the fun of 4E. They did such radical changes to the game that it feels like an entirely different game that I know nothing about. I had such a good time playing it (primarily due to the newness) that I can't remember when I had such a good time at the DnD table.
I have to give props to the designers for creating a fun game. I'm still not sure I'm going to buy it because the newness may wear off after I've used my at will power for twenty levels and used the same encounters and dailies for every battle. But right now playing 4E is like opening a Christmas gift and finding a toy that feels both familiar and new at the same time. I'm looking forward to seeing how it plays.