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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="Gothmog" data-source="post: 4805915" data-attributes="member: 317"><p>4e has been a real blessing for my groups. It fits very well with our playstyle, and gives us a very 1e AD&D vibe when we play it, without all the excess rules clutter of 3e. I like almost every thing 4e, with the highlights being:</p><p></p><p>* Rebalancing of the classes so everyone has something interesting/fun to do</p><p>* The classes are also awesome- I especially love the warlocks and their pacts, avengers, and the new paladin is awesome!</p><p>* Rituals- great idea, even if the costs are a little steep for some of them</p><p>* Powers- I love the powers and their utilization. Unlike some other folks, I haven't had a problem with players spamming powers- my players tend to try weird stuff which I rule for on the fly.</p><p>* Roll to hit vs. one of four defenses</p><p>* No need for dedicated healers anymore- healing surges are a great idea</p><p>* 4e is a lot easier to improvise and run due to simplified and better balanced math behind the system</p><p>* Monsters and PCs do not use the same design rules</p><p>* This might just be psychological on my part, but 4e feels like a more open and free system (much like 1e/2e), which encourages me to be more creative when I play or DM</p><p>* Minions, standard, elite, and solo monsters</p><p>* Character and monster roles</p><p>* Death and dying rules</p><p>* Saving throws for a way to represent duration of powers</p><p>* The disease track (which I also ported over to represent curses)</p><p>* The action structure (standard, move, minor)- plays very well</p><p>* The character generator</p><p>* Tiered play</p><p>* New multiclassing rules</p><p>* Dynamic combat with lots of movment</p><p>* Focus on cooperation of PCs and tactics for success</p><p>* Loss of iterative attacks</p><p>* NO MORE BUFFING!!!</p><p>* The new cosmology really grabs me in a way the old one never did. I especially love the Feywild (and increased use of fey), Shadowfell, Elemental Chaos, and the Primordials/Gods war before the start of time. </p><p></p><p>There are three things that do bug me about 4e though:</p><p></p><p>* Magic items are kind of sterile. I'd like to see most items have BOTH an encounter and daily power, and/or a weak "always on" effect in replacement of an encounter and daily power.</p><p>* No way to represent long-term injuries. We've houseruled this one and it works pretty well, but it bugged me when I first read 4e.</p><p>* More at-will powers are needed, and a way for characters to gain them later in their careers (maybe via a feat or something when they hit paragon, and again at epic).</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4805915, member: 317"] 4e has been a real blessing for my groups. It fits very well with our playstyle, and gives us a very 1e AD&D vibe when we play it, without all the excess rules clutter of 3e. I like almost every thing 4e, with the highlights being: * Rebalancing of the classes so everyone has something interesting/fun to do * The classes are also awesome- I especially love the warlocks and their pacts, avengers, and the new paladin is awesome! * Rituals- great idea, even if the costs are a little steep for some of them * Powers- I love the powers and their utilization. Unlike some other folks, I haven't had a problem with players spamming powers- my players tend to try weird stuff which I rule for on the fly. * Roll to hit vs. one of four defenses * No need for dedicated healers anymore- healing surges are a great idea * 4e is a lot easier to improvise and run due to simplified and better balanced math behind the system * Monsters and PCs do not use the same design rules * This might just be psychological on my part, but 4e feels like a more open and free system (much like 1e/2e), which encourages me to be more creative when I play or DM * Minions, standard, elite, and solo monsters * Character and monster roles * Death and dying rules * Saving throws for a way to represent duration of powers * The disease track (which I also ported over to represent curses) * The action structure (standard, move, minor)- plays very well * The character generator * Tiered play * New multiclassing rules * Dynamic combat with lots of movment * Focus on cooperation of PCs and tactics for success * Loss of iterative attacks * NO MORE BUFFING!!! * The new cosmology really grabs me in a way the old one never did. I especially love the Feywild (and increased use of fey), Shadowfell, Elemental Chaos, and the Primordials/Gods war before the start of time. There are three things that do bug me about 4e though: * Magic items are kind of sterile. I'd like to see most items have BOTH an encounter and daily power, and/or a weak "always on" effect in replacement of an encounter and daily power. * No way to represent long-term injuries. We've houseruled this one and it works pretty well, but it bugged me when I first read 4e. * More at-will powers are needed, and a way for characters to gain them later in their careers (maybe via a feat or something when they hit paragon, and again at epic). [/QUOTE]
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