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Grognard's First Take On 4e
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<blockquote data-quote="crosswiredmind" data-source="post: 4240244" data-attributes="member: 56342"><p>I know the OP may have been addressed by many in the 10 pages of posts that followed but i want to offer some personal observations from my experience running H1 and Scalegloom Hall.</p><p></p><p></p><p></p><p>The rules are different but the basic framework is still the same. You still roll a d20 add modifiers and compare it to a target number. Characters still act in rounds and take actions that allow them to move and attack. There are still hit points, levels, classes, skills, feats, etc. The players (all long time D&D'ers) had very little trouble adjusting to the changes. These were the same people that <em>did</em> have difficulty learning to play Call of Cthulhu, WFRP, RuneQuest, and Traveller. 4e is similar enough to make it a close cousin to 3e.</p><p></p><p></p><p></p><p>I picked up the mod when it was mailed to my FLGS and started to run it within 15 minutes of tearing open the envelope. The format made that possible. Everything I needed for each encounter was right there on the page. The new stat block took a little time to learn but now it is second nature - everything a GM needs is right there. There are no more delays to look up spells or feats. GMing D&D has not been this easy in the original edition where the GM had to improvise nearly everything since the rules were basically a simple framework.</p><p></p><p></p><p></p><p>That's too bad and i hope you have reconsidered. 4e may not be everyone's cup of tea but it sure is a slick game to run and, from my players' recations, a real hoot to play.</p></blockquote><p></p>
[QUOTE="crosswiredmind, post: 4240244, member: 56342"] I know the OP may have been addressed by many in the 10 pages of posts that followed but i want to offer some personal observations from my experience running H1 and Scalegloom Hall. The rules are different but the basic framework is still the same. You still roll a d20 add modifiers and compare it to a target number. Characters still act in rounds and take actions that allow them to move and attack. There are still hit points, levels, classes, skills, feats, etc. The players (all long time D&D'ers) had very little trouble adjusting to the changes. These were the same people that [i]did[/i] have difficulty learning to play Call of Cthulhu, WFRP, RuneQuest, and Traveller. 4e is similar enough to make it a close cousin to 3e. I picked up the mod when it was mailed to my FLGS and started to run it within 15 minutes of tearing open the envelope. The format made that possible. Everything I needed for each encounter was right there on the page. The new stat block took a little time to learn but now it is second nature - everything a GM needs is right there. There are no more delays to look up spells or feats. GMing D&D has not been this easy in the original edition where the GM had to improvise nearly everything since the rules were basically a simple framework. That's too bad and i hope you have reconsidered. 4e may not be everyone's cup of tea but it sure is a slick game to run and, from my players' recations, a real hoot to play. [/QUOTE]
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