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Greg Tito On Leaving WotC: 'It feels good to do something that doesn't just line the pockets of *****'
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<blockquote data-quote="Staffan" data-source="post: 9455952" data-attributes="member: 907"><p>4e had plenty of good ideas (healing surges, rituals, encounter powers, making clerics replaceable), but also a bunch of problems:</p><ul> <li data-xf-list-type="ul">At release, it was poorly calibrated. Basically, the ideas had merit, but the math made things unsatisfactory. A big part of this can probably be blamed on the unnamed developer who, as a last-minute change, increased all the monster hit points by 20% or so. I think it would also have benefited from PCs having an additional encounter and daily power at level 1.</li> <li data-xf-list-type="ul">It made some radical changes to D&D lore. Mind you, many of these changes are ones I like, like the Dawn War and the World Axis cosmology, but they're pretty different from what has otherwise been the D&D default which made a lot of people feel it "wasn't D&D".</li> <li data-xf-list-type="ul">Things missing from the core books. We didn't get gnomes, half-orcs, barbarians, bards, or druids until PHB2, and Stone and Frost Giants didn't show up until MM2. To some degree that was because both classes and monsters took up a lot more space (classes because of powers, and monsters because most monsters came in several different varieties), but it still felt like stuff was missing.</li> <li data-xf-list-type="ul">Bad early adventures. 4e is a game that wants each battle to be a boss battle, or at least a tactically interesting battle. That doesn't work so well with a typical dungeon crawl.</li> </ul></blockquote><p></p>
[QUOTE="Staffan, post: 9455952, member: 907"] 4e had plenty of good ideas (healing surges, rituals, encounter powers, making clerics replaceable), but also a bunch of problems: [LIST] [*]At release, it was poorly calibrated. Basically, the ideas had merit, but the math made things unsatisfactory. A big part of this can probably be blamed on the unnamed developer who, as a last-minute change, increased all the monster hit points by 20% or so. I think it would also have benefited from PCs having an additional encounter and daily power at level 1. [*]It made some radical changes to D&D lore. Mind you, many of these changes are ones I like, like the Dawn War and the World Axis cosmology, but they're pretty different from what has otherwise been the D&D default which made a lot of people feel it "wasn't D&D". [*]Things missing from the core books. We didn't get gnomes, half-orcs, barbarians, bards, or druids until PHB2, and Stone and Frost Giants didn't show up until MM2. To some degree that was because both classes and monsters took up a lot more space (classes because of powers, and monsters because most monsters came in several different varieties), but it still felt like stuff was missing. [*]Bad early adventures. 4e is a game that wants each battle to be a boss battle, or at least a tactically interesting battle. That doesn't work so well with a typical dungeon crawl. [/LIST] [/QUOTE]
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