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For Those Who Love, Hate, or Love & Hate 4E: What Did 4E Do Right?
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<blockquote data-quote="malkav666" data-source="post: 4805392" data-attributes="member: 70565"><p>I am not a fan of 4e. Hate is probably too strong of a word to describe my feelings about the system. My group gave it a solid 6 month day in court playing it once a week for that time, and just slowly came to the realization that we really weren't having as much fun with it as we did with some other flavors of FRPG that we were playing.</p><p></p><p>That being said there are some design elements which I personally enjoy: </p><p></p><p>1. I like the whole process of dying in 4e. Everything from the mechanics of the death saving throw to the increasing amount of negative HP you get as a buffer as you level up. It just makes sense to me that characters would be a little harder to kill as they level up, and that a player repeatedly dropped into the negatives would have a greater chance of death on each subsequent trip.</p><p></p><p>2. I like the idea of a Vancian system that has abilities that are used once a day/1 an encounter/ and at will all in one system. While I find this system to be an eloquent system for magic users (in fact I would love to see a 3.x options book treating some of the casting classes in 3.x that way). I don't so much care for it for the martial types, and certainly not as an end all for combat options in general. but the premise of the idea is smart, and I feel that it is the natural evolution of the Vancian system. I like it very much in concept, even though the delivery was not my cup of tea. </p><p></p><p>3. I like the concept of more recharge rolls for monster abilities. I know this was present in 3.x. But I enjoy that fact that most monsters have it in 4e. It makes them a little more random to run.</p><p></p><p>4. I like the addition of rules for using abilities that are typically considered to be ranged in melee range (close blast). I consider this to be a good evolution of targeting mechanics from previous editions as well. It adds a few new dynamics to combat for the folks who normally attack at range, that I find to be refreshing. I do not like many applications of it as far as which abilities in 4e are considered to be close blast. But in a design sense it is a fabulous addition.</p><p></p><p>I am sure there are likely other tidbits of the system that I find to be well thought out. In fact, my opinions of the most of the mechanics in the combat portion of the 4e system are very high. It is just how those mechanics are ultimately applied that marginalize the system as a whole for me personally. But thats cool, everybody likes different things. If we didn't, there would only be one flavor of ice cream, and that would be a sad thing indeed.</p><p></p><p>love,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 4805392, member: 70565"] I am not a fan of 4e. Hate is probably too strong of a word to describe my feelings about the system. My group gave it a solid 6 month day in court playing it once a week for that time, and just slowly came to the realization that we really weren't having as much fun with it as we did with some other flavors of FRPG that we were playing. That being said there are some design elements which I personally enjoy: 1. I like the whole process of dying in 4e. Everything from the mechanics of the death saving throw to the increasing amount of negative HP you get as a buffer as you level up. It just makes sense to me that characters would be a little harder to kill as they level up, and that a player repeatedly dropped into the negatives would have a greater chance of death on each subsequent trip. 2. I like the idea of a Vancian system that has abilities that are used once a day/1 an encounter/ and at will all in one system. While I find this system to be an eloquent system for magic users (in fact I would love to see a 3.x options book treating some of the casting classes in 3.x that way). I don't so much care for it for the martial types, and certainly not as an end all for combat options in general. but the premise of the idea is smart, and I feel that it is the natural evolution of the Vancian system. I like it very much in concept, even though the delivery was not my cup of tea. 3. I like the concept of more recharge rolls for monster abilities. I know this was present in 3.x. But I enjoy that fact that most monsters have it in 4e. It makes them a little more random to run. 4. I like the addition of rules for using abilities that are typically considered to be ranged in melee range (close blast). I consider this to be a good evolution of targeting mechanics from previous editions as well. It adds a few new dynamics to combat for the folks who normally attack at range, that I find to be refreshing. I do not like many applications of it as far as which abilities in 4e are considered to be close blast. But in a design sense it is a fabulous addition. I am sure there are likely other tidbits of the system that I find to be well thought out. In fact, my opinions of the most of the mechanics in the combat portion of the 4e system are very high. It is just how those mechanics are ultimately applied that marginalize the system as a whole for me personally. But thats cool, everybody likes different things. If we didn't, there would only be one flavor of ice cream, and that would be a sad thing indeed. love, malkav [/QUOTE]
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