Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How would 4E improve my game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shades of Green" data-source="post: 4197371" data-attributes="member: 3297"><p>Thanks for the input <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've skimmed through the Pre-Release Rules Compilation and I have mixed feelings about 4E.</p><p></p><p><strong>Likes:</strong></p><p>1) Spellcasters get to cast spells regularly rather than only once in a while. In previous editions even a wizard with a high intelligence had only a small number of spells per day (especially on low levels) so he got to do his thing only a few times and the rest of the time fight ineffectively with his dagger or crossbow. Now wizards use wizardry in every combat round. This makes them far more interesting to play.</p><p>2) Healing Surges. This allows to a degree of independence from a cleric (you could heal yourself), releases the cleric from the annoying "walking bandaide" job, and throws the "15-minute adventuring day" to the garbage-heap of history.</p><p>3) Spells don't always come at the expense of each other, so a Cleric could have more interesting spells in her arsenal than just "Cure X Wounds".</p><p>4) Less stat-block mess to waste prep time on (apparently). Also, apparently, simpler monster designs and easier monsters to play.</p><p>5) AoEs are probably simplified, which is a very good thing.</p><p>6) No gnomes. I never liked them and never found a good niche for them, as their niche and flavor seem to overlap with those of dwarves, elves and halflings.</p><p></p><p><strong>Dislikes:</strong></p><p>1) Clerics with offensive evocation-style spells such as Lance of Faith. This breaks very far from the D&D norm of wizards with flashy spells and clerics with more subtle spells.</p><p>2) I don't know how complete and playable the game would be with just the 3 first core books. I have neither the budget nor the desire to amass many more books than these, maybe one or two past the 3 first core ones.</p><p>3) The increase in amounts of spells per day/encounter/at will, while a great advantage game-wise, might have very bad setting implications, such as upping the overall level of magic.</p><p>4) I've heard something about characters forgetting abilities in order to learn new ones. If it's true, that's bad for the suspension of disbelief.</p><p>5) Artwork. A lot of what I've seen goes in the "dungeon-punk" or "dungeon-bling" direction, which doesn't fit my D&D style well - I mean, how many mythical/epic/fantasy heroes of renown could you imagine dressing up like that? I prefer more ordinary fantasy art.</p><p>6) I fear that the game would be too focused on combat, neglecting fun areas such as dungeoneering, wilderness travel and urban adventures.</p><p>7) I'm not sure whether 4E would support small parties (2-3 players) or one-on-one play.</p><p>8) I'm yet to see rules about poison/level-drain or other long-term effects that last longer than the encounter itself.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 4197371, member: 3297"] Thanks for the input :) I've skimmed through the Pre-Release Rules Compilation and I have mixed feelings about 4E. [B]Likes:[/B] 1) Spellcasters get to cast spells regularly rather than only once in a while. In previous editions even a wizard with a high intelligence had only a small number of spells per day (especially on low levels) so he got to do his thing only a few times and the rest of the time fight ineffectively with his dagger or crossbow. Now wizards use wizardry in every combat round. This makes them far more interesting to play. 2) Healing Surges. This allows to a degree of independence from a cleric (you could heal yourself), releases the cleric from the annoying "walking bandaide" job, and throws the "15-minute adventuring day" to the garbage-heap of history. 3) Spells don't always come at the expense of each other, so a Cleric could have more interesting spells in her arsenal than just "Cure X Wounds". 4) Less stat-block mess to waste prep time on (apparently). Also, apparently, simpler monster designs and easier monsters to play. 5) AoEs are probably simplified, which is a very good thing. 6) No gnomes. I never liked them and never found a good niche for them, as their niche and flavor seem to overlap with those of dwarves, elves and halflings. [B]Dislikes:[/B] 1) Clerics with offensive evocation-style spells such as Lance of Faith. This breaks very far from the D&D norm of wizards with flashy spells and clerics with more subtle spells. 2) I don't know how complete and playable the game would be with just the 3 first core books. I have neither the budget nor the desire to amass many more books than these, maybe one or two past the 3 first core ones. 3) The increase in amounts of spells per day/encounter/at will, while a great advantage game-wise, might have very bad setting implications, such as upping the overall level of magic. 4) I've heard something about characters forgetting abilities in order to learn new ones. If it's true, that's bad for the suspension of disbelief. 5) Artwork. A lot of what I've seen goes in the "dungeon-punk" or "dungeon-bling" direction, which doesn't fit my D&D style well - I mean, how many mythical/epic/fantasy heroes of renown could you imagine dressing up like that? I prefer more ordinary fantasy art. 6) I fear that the game would be too focused on combat, neglecting fun areas such as dungeoneering, wilderness travel and urban adventures. 7) I'm not sure whether 4E would support small parties (2-3 players) or one-on-one play. 8) I'm yet to see rules about poison/level-drain or other long-term effects that last longer than the encounter itself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How would 4E improve my game?
Top