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Forked Thread: Some Thoughts on 4e
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<blockquote data-quote="Doctor Proctor" data-source="post: 4510679" data-attributes="member: 78547"><p>Personally, I never played 3e or 3.5e. I used to play 2e Dark Sun though...and man do I miss that campaign.</p><p></p><p>One of the problems with earlier editions of D&D, and from the sound of it this was probably true of 3e, was that Wizards were sort of an Uber-Class. In Dark Sun, for example, there were all sorts of things you could do in the end game. Druids could become giant nature creatures, clerics could become elementals, defilers (a type of Wizard in that campaign) could become giant Dragons. Fighters just became...well...better fighters.</p><p></p><p>And talk about repetitive combat! All I could do was attack. Sure, I could attack 3 times/round when I was dual wielding, and I could pull off some pretty cool ranged combat moves...but it was basically just attack, attack, attack, monster dies, new target, attack, attack, etc...</p><p></p><p>One of the things that nice about 4e is that different classes have different abilities now. I don't view the fighter powers as "magical" in any way...they're just powerful. I can sweep my axe around hitting everyone adjacent to me, or I can rally my allies and give them all an AC bonus, or I can strike an opponent for massive damage and trigger a healing surge.</p><p></p><p>The Wizard can do the same thing, if you're creative. He can create a sound to distract guards and draw them out, or he can light up a dark dungeon for us. He can give me horns and glowing red eyes that might give me a bonus to my intimidate, or use his ghost hand to trigger a switch that no one else can reach. He can drop Icy Terrain and knock the enemies prone and put them in difficult terrain, then making them ripe pickings for the Rogue. And that's just at 1st level!</p><p></p><p>Later on he can entomb enemies in a prison of ice, effectively taking them out of the fight for a round. He can create an invisible inter-dimensional mansion for crying out loud! He can also commune with gods for assistance, open any door, create an all-seeing eye to warn of danger, leave a chest half a continent away that he can call forth to store whatever he desires, summon phantom steeds for your party to ride, or create a passage straight through the enemy's formidable wall and into the heart of their keep.</p><p></p><p>And you call that boring?</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4510679, member: 78547"] Personally, I never played 3e or 3.5e. I used to play 2e Dark Sun though...and man do I miss that campaign. One of the problems with earlier editions of D&D, and from the sound of it this was probably true of 3e, was that Wizards were sort of an Uber-Class. In Dark Sun, for example, there were all sorts of things you could do in the end game. Druids could become giant nature creatures, clerics could become elementals, defilers (a type of Wizard in that campaign) could become giant Dragons. Fighters just became...well...better fighters. And talk about repetitive combat! All I could do was attack. Sure, I could attack 3 times/round when I was dual wielding, and I could pull off some pretty cool ranged combat moves...but it was basically just attack, attack, attack, monster dies, new target, attack, attack, etc... One of the things that nice about 4e is that different classes have different abilities now. I don't view the fighter powers as "magical" in any way...they're just powerful. I can sweep my axe around hitting everyone adjacent to me, or I can rally my allies and give them all an AC bonus, or I can strike an opponent for massive damage and trigger a healing surge. The Wizard can do the same thing, if you're creative. He can create a sound to distract guards and draw them out, or he can light up a dark dungeon for us. He can give me horns and glowing red eyes that might give me a bonus to my intimidate, or use his ghost hand to trigger a switch that no one else can reach. He can drop Icy Terrain and knock the enemies prone and put them in difficult terrain, then making them ripe pickings for the Rogue. And that's just at 1st level! Later on he can entomb enemies in a prison of ice, effectively taking them out of the fight for a round. He can create an invisible inter-dimensional mansion for crying out loud! He can also commune with gods for assistance, open any door, create an all-seeing eye to warn of danger, leave a chest half a continent away that he can call forth to store whatever he desires, summon phantom steeds for your party to ride, or create a passage straight through the enemy's formidable wall and into the heart of their keep. And you call that boring? [/QUOTE]
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