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<blockquote data-quote="DracoSuave" data-source="post: 4747795" data-attributes="member: 71571"><p>Going from BECMI to 4e will actually end up a pretty organic experience. 4e is less table-enslaved than other versions, even more than BECMI.</p><p></p><p>The way to grok classes is to think of them as having 'martial arts styles'. So their at-wills represent their basic strikes, then they have escalating tricks they can pull out. Gone is the idea that Fighter A and Fighter B are -exactly the same-. </p><p></p><p>The spell lists (more accurately called power lists because they're no longer restricted to 'magical' classes) are potent but the rules baggage has been streamlined considerably. In fact, magic and physical attacks use the same system, roll d20, see if you hit the appropriate bonuses, and see what the effects of a hit or miss are. This changes the differences between the classes from which ruleset they use to operate, to what the effects of their powers are. </p><p></p><p>This streamlining has allowed for character classes that combine magic and swordplay to work on a level playing field with dedicated spellcasters. In previous editions this might be unbalanced, but in 4e balance is not about how you do the trick (power source, i.e., wizardly/arcane magic, divine/priestly magic, physical attacks) but what you do with it (character role).</p><p></p><p>Also, despite what you might hear, the game is a lot more open to player ideas. If the player wants to try some stupid (read: heroicawesome) stunt, there's a system in place to fire it off. Page 42 is 42 because it is the Answer.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4747795, member: 71571"] Going from BECMI to 4e will actually end up a pretty organic experience. 4e is less table-enslaved than other versions, even more than BECMI. The way to grok classes is to think of them as having 'martial arts styles'. So their at-wills represent their basic strikes, then they have escalating tricks they can pull out. Gone is the idea that Fighter A and Fighter B are -exactly the same-. The spell lists (more accurately called power lists because they're no longer restricted to 'magical' classes) are potent but the rules baggage has been streamlined considerably. In fact, magic and physical attacks use the same system, roll d20, see if you hit the appropriate bonuses, and see what the effects of a hit or miss are. This changes the differences between the classes from which ruleset they use to operate, to what the effects of their powers are. This streamlining has allowed for character classes that combine magic and swordplay to work on a level playing field with dedicated spellcasters. In previous editions this might be unbalanced, but in 4e balance is not about how you do the trick (power source, i.e., wizardly/arcane magic, divine/priestly magic, physical attacks) but what you do with it (character role). Also, despite what you might hear, the game is a lot more open to player ideas. If the player wants to try some stupid (read: heroicawesome) stunt, there's a system in place to fire it off. Page 42 is 42 because it is the Answer. [/QUOTE]
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