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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="Mathew_Freeman" data-source="post: 4806821" data-attributes="member: 1846"><p>That's a great response to what I posted, thanks. Let me elaborate:</p><p></p><p>What I mean is that I really like the mechanics of 4e, even if I can see why people have problems justifying them in terms of description.</p><p></p><p>A good example is the Come and Get It Power. I totally understand why people dislike the idea that a Fighter can just pull people next to him without having to make a roll, particularly if they are, say, a huge Dragon or Beholder, or Vecna or something. I get that.</p><p></p><p>On the other hand, as a mechanical power, it utterly rocks. It makes the Fighter feel like a total bad-ass, it feels great as a player and I love the concept.</p><p></p><p>That's what I'm talking about when I say the fun is up front and centre, and the fluff and description comes afterwards.</p><p></p><p>Other things I like:</p><p></p><p>Daily/encounter/at-will powers for all classes. Puts everyone on an equal footing and gives everyone options all the time.</p><p>Minions & eiltes. Really helps differentiate monsters from each other.</p><p>Monsters aren't the same as characters.</p><p>Warlock pacts - love the idea, but need to spend some more time developing the in-game details with my Warlock player.</p><p>Character roles - it's brilliant as a DM to know that a certain mix of characters will "work" as a party, even if it's not immediately obvious how.</p><p>Monster roles - makes plotting encounters easy.</p><p>Character builder - hours of fun.</p><p>Healing surges & milestones - help the character to continue to adventure</p></blockquote><p></p>
[QUOTE="Mathew_Freeman, post: 4806821, member: 1846"] That's a great response to what I posted, thanks. Let me elaborate: What I mean is that I really like the mechanics of 4e, even if I can see why people have problems justifying them in terms of description. A good example is the Come and Get It Power. I totally understand why people dislike the idea that a Fighter can just pull people next to him without having to make a roll, particularly if they are, say, a huge Dragon or Beholder, or Vecna or something. I get that. On the other hand, as a mechanical power, it utterly rocks. It makes the Fighter feel like a total bad-ass, it feels great as a player and I love the concept. That's what I'm talking about when I say the fun is up front and centre, and the fluff and description comes afterwards. Other things I like: Daily/encounter/at-will powers for all classes. Puts everyone on an equal footing and gives everyone options all the time. Minions & eiltes. Really helps differentiate monsters from each other. Monsters aren't the same as characters. Warlock pacts - love the idea, but need to spend some more time developing the in-game details with my Warlock player. Character roles - it's brilliant as a DM to know that a certain mix of characters will "work" as a party, even if it's not immediately obvious how. Monster roles - makes plotting encounters easy. Character builder - hours of fun. Healing surges & milestones - help the character to continue to adventure [/QUOTE]
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For Those Who Love, Hate, or Love & Hate 4E: What Did 4E Do Right?
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