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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Gave up 4E would essentialls win us back?
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<blockquote data-quote="eamon" data-source="post: 5347793" data-attributes="member: 51942"><p>To the OP: I understand (and share) your concern regarding the classes' similarity. Though it's a step in the right direction, it's a very small one; you'll be happiest if you don't expect miracles here. Of course, the 4e roles are still present and provide most of the class differentiation and fun tactics - so there's that too. Heavy usage of Rituals can further help differentiation; but there's a chicken and egg problem here - that takes knowledge of the game; rituals are one of the least well presented aspects of 4e and thus the least likely to be used in initial experimental play.</p><p></p><p>On the other hand, the predictability of combat is quite a bit better so long as you use new monsters and a DM that understands how to <a href="http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html" target="_blank">avoid grind</a>.</p><p></p><p>And of course, as always, you should modify the game to suit your needs. If you feel that there's too much "sameness" in 4e, then keep that in mind when designing the adventure - encourage alternative solutions to encounters and support differentiating factors. Make rituals and/or Martial Practices easy to learn and come-by, and make them matter. Let damage types matter by picking monsters with resistances and occasionally vulnerabilities.</p></blockquote><p></p>
[QUOTE="eamon, post: 5347793, member: 51942"] To the OP: I understand (and share) your concern regarding the classes' similarity. Though it's a step in the right direction, it's a very small one; you'll be happiest if you don't expect miracles here. Of course, the 4e roles are still present and provide most of the class differentiation and fun tactics - so there's that too. Heavy usage of Rituals can further help differentiation; but there's a chicken and egg problem here - that takes knowledge of the game; rituals are one of the least well presented aspects of 4e and thus the least likely to be used in initial experimental play. On the other hand, the predictability of combat is quite a bit better so long as you use new monsters and a DM that understands how to [url=http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html]avoid grind[/url]. And of course, as always, you should modify the game to suit your needs. If you feel that there's too much "sameness" in 4e, then keep that in mind when designing the adventure - encourage alternative solutions to encounters and support differentiating factors. Make rituals and/or Martial Practices easy to learn and come-by, and make them matter. Let damage types matter by picking monsters with resistances and occasionally vulnerabilities. [/QUOTE]
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Gave up 4E would essentialls win us back?
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