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<blockquote data-quote="tuxgeo" data-source="post: 5408756" data-attributes="member: 61026"><p><strong>Positive things about 4E</strong></p><p></p><p>1. PCs have a much lower possibility of dying on the first hit. (I like that.) </p><p>2. Streamlining dice rolls: FORT/REF/WIL as defenses, not saves; Passive Insight & Perception for <em>simpler</em> play by avoiding active rolls in some situations. </p><p>3. Consolidated Skills list. </p><p>4. More Feats per PC. (Yes, the power of Feats had to be toned down in order to accomplish that. No problem.) </p><p>5. DDI in the form of the Compendium. (Genius lookup ability.) </p><p>6. Two ways to mix Classes--basic Multiclassing for most uses; and Hybrids for making PCs that are even more different. </p><p>7. Skill Powers: <em>another</em> way to deviate from the rigidity of Class structure. </p><p>8. Essentials: proof that they <em>do</em> listen to the customers. (Did we ask for Wizard "Schools"? Cleric "Domains" with actual effects? Fighters without Daily powers? Druids that could heal? I think I saw stuff about those issues on ENWorld; I know I personally contributed some of it.) </p><p>9. Essentials: marketing into Target and Walmart! Included <em>cardboard tokens</em> (along with dice) so customers can have everything they need to play right away in the one boxed product they buy.</p><p>10. Encounters. Continuing weekly support for the Friendly Local Game Stores that run it. This is not a feature of 4E itself, but was introduced during 4E's period of currency, so that's good enough: it's a feature of the current version of the game.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 5408756, member: 61026"] [b]Positive things about 4E[/b] 1. PCs have a much lower possibility of dying on the first hit. (I like that.) 2. Streamlining dice rolls: FORT/REF/WIL as defenses, not saves; Passive Insight & Perception for [I]simpler[/I] play by avoiding active rolls in some situations. 3. Consolidated Skills list. 4. More Feats per PC. (Yes, the power of Feats had to be toned down in order to accomplish that. No problem.) 5. DDI in the form of the Compendium. (Genius lookup ability.) 6. Two ways to mix Classes--basic Multiclassing for most uses; and Hybrids for making PCs that are even more different. 7. Skill Powers: [I]another[/I] way to deviate from the rigidity of Class structure. 8. Essentials: proof that they [I]do[/I] listen to the customers. (Did we ask for Wizard "Schools"? Cleric "Domains" with actual effects? Fighters without Daily powers? Druids that could heal? I think I saw stuff about those issues on ENWorld; I know I personally contributed some of it.) 9. Essentials: marketing into Target and Walmart! Included [I]cardboard tokens[/I] (along with dice) so customers can have everything they need to play right away in the one boxed product they buy. 10. Encounters. Continuing weekly support for the Friendly Local Game Stores that run it. This is not a feature of 4E itself, but was introduced during 4E's period of currency, so that's good enough: it's a feature of the current version of the game. [/QUOTE]
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