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First Edition feel with 4E rules
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<blockquote data-quote="Aurumvorax" data-source="post: 5330084" data-attributes="member: 87266"><p>You weren't limited by the cleric because you had magical options for healing. 4e ironically enforces the 10-minute day more than any other edition because once you run out of surges there's very very very very few options for healing left. A healing potion is absolutely worthless in 4e because, if you have even the most unoptimized leader in your party he's infinitely better than wasting a surge on chugging a potion.</p><p> </p><p>A level 1 cleric with 14 constitution can either heal 6 points on a healing surge, 6 + 1d6 on healing word, or 10 hit points by chugging a 50gp potion. By level 2 the potion becomes completely worthless when healing word is 7 + 1d6 (average of 10.5). A party who isn't comfortable continuing can back out and take an extended rest to become 100% recharged. This leads into another difference between 4e design and 1e design:</p><p> </p><p><strong>Monsters won't stick around if you're picking them off.</strong> If you submitted to Gygax's ideas of dungeon ecology (and this man broke down the food chain from fungus to dragons) he explains in every module he writes about how monsters, once reduced to 50% or so or faced with an obviously superior force, will setup a few traps and simply pack up their treasure and leave. In Steading of the Hill Giant Chief, the giants will trail the party to their camp and then amass a brutal attack (and there's like a 100 monsters in that module including hill/stone/cloud giants, ogres, orcs, and animals). </p><p> </p><p>I can see this going over well for 4e players.</p><p> </p><p>DM: You return to the dungeon from your extended rest. It's empty save a few loose coins scattered about.</p><p> </p><p>Players: WTF?! We were only gone 24 hours.</p><p> </p><p>DM: Exactly.</p><p> </p><p>Players: Do we find any treasure?</p><p> </p><p>DM: No, and you failed your plot hooks and major quests. Want to head back into town to find another adventure?</p><p> </p><p>Lanefan kind of proves my point regarding a game and its style. If you have a laundry list of features that need changing which are <em>longer</em> than the rule books for a similar game, why don't you just switch over? The time it takes to make these changes and test play them would be better spent on finding another RPG and people, there's <em>a lot</em> of great and undiscovered games out there.</p></blockquote><p></p>
[QUOTE="Aurumvorax, post: 5330084, member: 87266"] You weren't limited by the cleric because you had magical options for healing. 4e ironically enforces the 10-minute day more than any other edition because once you run out of surges there's very very very very few options for healing left. A healing potion is absolutely worthless in 4e because, if you have even the most unoptimized leader in your party he's infinitely better than wasting a surge on chugging a potion. A level 1 cleric with 14 constitution can either heal 6 points on a healing surge, 6 + 1d6 on healing word, or 10 hit points by chugging a 50gp potion. By level 2 the potion becomes completely worthless when healing word is 7 + 1d6 (average of 10.5). A party who isn't comfortable continuing can back out and take an extended rest to become 100% recharged. This leads into another difference between 4e design and 1e design: [B]Monsters won't stick around if you're picking them off.[/B] If you submitted to Gygax's ideas of dungeon ecology (and this man broke down the food chain from fungus to dragons) he explains in every module he writes about how monsters, once reduced to 50% or so or faced with an obviously superior force, will setup a few traps and simply pack up their treasure and leave. In Steading of the Hill Giant Chief, the giants will trail the party to their camp and then amass a brutal attack (and there's like a 100 monsters in that module including hill/stone/cloud giants, ogres, orcs, and animals). I can see this going over well for 4e players. DM: You return to the dungeon from your extended rest. It's empty save a few loose coins scattered about. Players: WTF?! We were only gone 24 hours. DM: Exactly. Players: Do we find any treasure? DM: No, and you failed your plot hooks and major quests. Want to head back into town to find another adventure? Lanefan kind of proves my point regarding a game and its style. If you have a laundry list of features that need changing which are [I]longer[/I] than the rule books for a similar game, why don't you just switch over? The time it takes to make these changes and test play them would be better spent on finding another RPG and people, there's [I]a lot[/I] of great and undiscovered games out there. [/QUOTE]
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