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Forked Thread: Did 4e go far enough or to far?
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<blockquote data-quote="Greg K" data-source="post: 4521221" data-attributes="member: 5038"><p>4e has some stuff that I really like- removing most non-biological elements and making them feats, more hit points, heroic tier multiclassing, removing the Great Wheel for the Feywild and Shadowfell. However, imo, the designers went way to far in most areas and not far enough in a few others</p><p></p><p>Where I think that they went to far</p><p>- parsing core materilal to later books</p><p>- overly focused on combat abilities</p><p>- ability check bonus based on level</p><p>- removal of skill ranks</p><p>- over consolidation of skills</p><p>- removal of skills like craft</p><p>- daily magic item rules</p><p>- healing/magical healing rules: Too many healing surges, imo. The tying of magic healing to healing surges. Over night healing</p><p>- TOB powers</p><p>- Per encounter martial exploits. Actually, the whole per encounter thing</p><p>- divine challenge and "Come and get it": Weren't we told by Mearls that the designers learned that a power like the Knight's Challenge was a bad thing? So, why how does making an opponent take damage if they ignore it or forcing creatures to come make the idea any better?</p><p>- Conditions that are not apparently what they say they are. I have seen people arguing that unconcious is not really unconcious.</p><p>- Rituals: Cool idea, but I think that they went too far as to what should be a ritual</p><p>- residuum</p><p>- Monster Magic Threshold: Not allowing opponents to utilize the full benefit of their bonus items is, imo, lame. YMMV</p><p>- The economy</p><p></p><p>Not far enough</p><p>- Class armor and weapon proficiency: I would rather the designers had not assigned specific armor and weapons proficiencies to the classes. Players should have been given x number of bonus feats/abilities to select from a list of armor feats, weapon proficiency feats and class specific feats to better reflect the character that they envision.</p><p>- Negative Hit Points: They should have discarded these rather than expanded them. </p><p>- TOB powers: If we are supposed to reskin powers by changing the fluff, than just give a generic power list and let the players choose the name and a a system to build new powers (although, I personally would have preferred a Book of Iron Might approach that gives a more freeform/on the fly approach to martial maneuvers)</p><p>- TOB powers: lack of rechaging in combat per encounter abilities</p><p>- Action points: Imo, I would have gone a more M&M hero point approach for action points by allowing re-rolls, and other effects including tying non-magiclal Healing Surges to spending Action Points and allowing a roll of 10 or less to add 10 (making the re-roll minimum 11) . I would have like to have seen the spending of an action point to reroll and keep the higher from the start rather than being paragon level.</p></blockquote><p></p>
[QUOTE="Greg K, post: 4521221, member: 5038"] 4e has some stuff that I really like- removing most non-biological elements and making them feats, more hit points, heroic tier multiclassing, removing the Great Wheel for the Feywild and Shadowfell. However, imo, the designers went way to far in most areas and not far enough in a few others Where I think that they went to far - parsing core materilal to later books - overly focused on combat abilities - ability check bonus based on level - removal of skill ranks - over consolidation of skills - removal of skills like craft - daily magic item rules - healing/magical healing rules: Too many healing surges, imo. The tying of magic healing to healing surges. Over night healing - TOB powers - Per encounter martial exploits. Actually, the whole per encounter thing - divine challenge and "Come and get it": Weren't we told by Mearls that the designers learned that a power like the Knight's Challenge was a bad thing? So, why how does making an opponent take damage if they ignore it or forcing creatures to come make the idea any better? - Conditions that are not apparently what they say they are. I have seen people arguing that unconcious is not really unconcious. - Rituals: Cool idea, but I think that they went too far as to what should be a ritual - residuum - Monster Magic Threshold: Not allowing opponents to utilize the full benefit of their bonus items is, imo, lame. YMMV - The economy Not far enough - Class armor and weapon proficiency: I would rather the designers had not assigned specific armor and weapons proficiencies to the classes. Players should have been given x number of bonus feats/abilities to select from a list of armor feats, weapon proficiency feats and class specific feats to better reflect the character that they envision. - Negative Hit Points: They should have discarded these rather than expanded them. - TOB powers: If we are supposed to reskin powers by changing the fluff, than just give a generic power list and let the players choose the name and a a system to build new powers (although, I personally would have preferred a Book of Iron Might approach that gives a more freeform/on the fly approach to martial maneuvers) - TOB powers: lack of rechaging in combat per encounter abilities - Action points: Imo, I would have gone a more M&M hero point approach for action points by allowing re-rolls, and other effects including tying non-magiclal Healing Surges to spending Action Points and allowing a roll of 10 or less to add 10 (making the re-roll minimum 11) . I would have like to have seen the spending of an action point to reroll and keep the higher from the start rather than being paragon level. [/QUOTE]
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