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Forked Thread: Did 4e go far enough or to far?
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<blockquote data-quote="Lanefan" data-source="post: 4522160" data-attributes="member: 29398"><p>Where 4e went too far:</p><p></p><p>- Sacrificing realism on the altar of efficiency (1-1-1 diagonals on screen, sir)</p><p>- Balancing classes to the point of homogenation</p><p>- Attempts to balance characters e.g. point buy, fixed h.p., etc.</p><p>- Enormous gap between minions/commoners and 1st-level monsters/characters</p><p>- Inconsistency between how things work when PCs are around and when they are not</p><p>- Too much information given to players e.g. magic item write-ups in the PH</p><p>- Combatants being able to force each other to move etc. without any sort of opposed check as it is built into the to-hit roll</p><p>- Too many levels in too short of (real) time - 20 was already more than bad enough, now there's 30 - the focus is on numbers and powers rather than story and imagination</p><p>- all sorts of minor things e.g. race and class changes, spell nerfing, etc.</p><p></p><p>Where 4e didn't go far enough:</p><p></p><p>- Roles vs. classes - if the roles are to be so important, why not scrap the classes entirely and just have 4 roles e.g. I'm a 10th-level Defender. Otherwise, scrap the roles. You don't need both.</p><p>- Skill simplification - you have fewer skills now but have to roll more dice to make 'em work. Better to just take out as many skills as you can and leave only those that can't be replaced with actual role-playing.</p><p>- Points of Light is nice and gritty...now make the rest of the system match it.</p><p></p><p>Where 4e got it right (so far, anyway):</p><p></p><p>- DM encouragement to wing it sometimes</p><p>- Vast reduction in buffs</p><p>- Less dependence on magic items</p><p>- A DMG that does its best to tell new DMs how to run dungeons</p><p>- Emphasis on set-piece combats with interesting terrain and tactical options</p><p>- Removal of prestige classes (and there was much rejoicing!)</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4522160, member: 29398"] Where 4e went too far: - Sacrificing realism on the altar of efficiency (1-1-1 diagonals on screen, sir) - Balancing classes to the point of homogenation - Attempts to balance characters e.g. point buy, fixed h.p., etc. - Enormous gap between minions/commoners and 1st-level monsters/characters - Inconsistency between how things work when PCs are around and when they are not - Too much information given to players e.g. magic item write-ups in the PH - Combatants being able to force each other to move etc. without any sort of opposed check as it is built into the to-hit roll - Too many levels in too short of (real) time - 20 was already more than bad enough, now there's 30 - the focus is on numbers and powers rather than story and imagination - all sorts of minor things e.g. race and class changes, spell nerfing, etc. Where 4e didn't go far enough: - Roles vs. classes - if the roles are to be so important, why not scrap the classes entirely and just have 4 roles e.g. I'm a 10th-level Defender. Otherwise, scrap the roles. You don't need both. - Skill simplification - you have fewer skills now but have to roll more dice to make 'em work. Better to just take out as many skills as you can and leave only those that can't be replaced with actual role-playing. - Points of Light is nice and gritty...now make the rest of the system match it. Where 4e got it right (so far, anyway): - DM encouragement to wing it sometimes - Vast reduction in buffs - Less dependence on magic items - A DMG that does its best to tell new DMs how to run dungeons - Emphasis on set-piece combats with interesting terrain and tactical options - Removal of prestige classes (and there was much rejoicing!) Lanefan [/QUOTE]
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