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<blockquote data-quote="Mentat55" data-source="post: 5407832" data-attributes="member: 14840"><p>My personal faves:</p><p></p><p>1. Fighters are AWESOME, perhaps even more awesome than wizards and clerics. I have been waiting for this for decades. </p><p></p><p>2. Being able to play a battlefield tactician, a.k.a., the tactical warlord.</p><p></p><p>3. Paragon paths: I echo Cyronax's sentiments about 3.5E prestige classes. Great idea, often poor execution. Paragon paths add customization in your character without replacing your primary class.</p><p></p><p>4. Epic destinies: Perhaps not appropriate for every campaign, but the idea of your character having this huge, world-changing role is really cool. They still have a ways to go balancing the roleplaying with the mechanical aspects (often hard not to pick Demigod), but I really like the idea.</p><p></p><p>5. Rituals: I still don't see them used enough, both for their inherent benefits as well as for their story possibilities, but I really, really like them.</p><p></p><p>6. Monster/NPC design: A thing of beauty. Being a nuts and bolts game mechanics guy, I always advanced monsters and made NPCs in 3.5e. It was so much work for 3 rounds and dead. Now the design is much simpler.</p><p></p><p>7. Companion characters: I really like this little add-on for making cohorts and party-joining NPCs.</p><p></p><p>8. Themes: A lot like paragon paths and epic destinies, it remains to be seen how extensive the implementation will be, but what already exists in Dark Sun has me sold.</p><p></p><p>9. Monks, Psionics, and Essentials: These three things, to ever-increasing degrees, are showing off how much you can mess with the 4e power structure and still have interesting, well-differentiated, and relatively balanced classes.</p></blockquote><p></p>
[QUOTE="Mentat55, post: 5407832, member: 14840"] My personal faves: 1. Fighters are AWESOME, perhaps even more awesome than wizards and clerics. I have been waiting for this for decades. 2. Being able to play a battlefield tactician, a.k.a., the tactical warlord. 3. Paragon paths: I echo Cyronax's sentiments about 3.5E prestige classes. Great idea, often poor execution. Paragon paths add customization in your character without replacing your primary class. 4. Epic destinies: Perhaps not appropriate for every campaign, but the idea of your character having this huge, world-changing role is really cool. They still have a ways to go balancing the roleplaying with the mechanical aspects (often hard not to pick Demigod), but I really like the idea. 5. Rituals: I still don't see them used enough, both for their inherent benefits as well as for their story possibilities, but I really, really like them. 6. Monster/NPC design: A thing of beauty. Being a nuts and bolts game mechanics guy, I always advanced monsters and made NPCs in 3.5e. It was so much work for 3 rounds and dead. Now the design is much simpler. 7. Companion characters: I really like this little add-on for making cohorts and party-joining NPCs. 8. Themes: A lot like paragon paths and epic destinies, it remains to be seen how extensive the implementation will be, but what already exists in Dark Sun has me sold. 9. Monks, Psionics, and Essentials: These three things, to ever-increasing degrees, are showing off how much you can mess with the 4e power structure and still have interesting, well-differentiated, and relatively balanced classes. [/QUOTE]
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