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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How would 4E improve my game?
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<blockquote data-quote="ve4grm" data-source="post: 4197461" data-attributes="member: 63492"><p>1) Somewhat, but so did Searing Light and Flame Strike in 3e. Think of Lance of Faith as analogous to Searing Light.</p><p></p><p>2) It will be complete enough to play, for sure. There are definitely going to be some things that won't appear until later, but it will be a full playable game with the core 3 books.</p><p></p><p>3) Bear in mind that most NPCs don't have these abilities. The wizard living in the forest may only have a couple of daily spells known. This is because NPCs are actually built (for the most part) with monster rules, and thus are kept simpler. As far as the PCs go, though? There will definitely be more frequent magic, though not more powerful magic.</p><p></p><p>4) No different than the Sorcerer and Bard did in 3.Xe. I've never seen the out-of-game choice to replace a spell affect the player, myself. If so, you can justify it by saying that the player has merely moved on to more advanced maneuvers, and doesn't practice the old ones as much any more. For casters, the caster doesn't bother to prepare the spell any more (even though spell preparation is largely gone, is can still be used as an in-game explanation).</p><p></p><p>5) Some, yes. But most of it is just straight heroic fantasy. Besides, the art style is a poor reason to not use a game system.</p><p></p><p>6) Combat rules are really all we've been shown so far, which is why the rules compendium focuses on combat. Don't worry. 4e will be no worse at handling the out-of-combat stuff than any previous edition.</p><p></p><p>7) Since encounters are meant to scale well, with one monster (or equivalent) per PC, small groups of 2-3 should work fine. Solo will be as difficult as it always has been, but will probably be possible as well. Both of these will make it difficult to use some monsters, though, such as the solo creatures (designed to take on an entire party alone). But it should be workable.</p><p></p><p>The revised skill system, on the other hand, should greatly expand the adventure possibilities for smaller groups, as any character can train in any skill with the right choices, and even untrained skills allow for a passable attempt. So for non-combat, 4e should make things much better for small/solo groups.</p><p></p><p>8) Level Drain is gone, kaput, finito. Ability Damage is the same. Poison deals poison-type hit point damage and causes various conditions, like weakened. Disease, on the other hand, we don't have any information on yet. Other long-term effects may exist, but we don't really have info on them yet.</p><p></p><p>Hope that helped.</p></blockquote><p></p>
[QUOTE="ve4grm, post: 4197461, member: 63492"] 1) Somewhat, but so did Searing Light and Flame Strike in 3e. Think of Lance of Faith as analogous to Searing Light. 2) It will be complete enough to play, for sure. There are definitely going to be some things that won't appear until later, but it will be a full playable game with the core 3 books. 3) Bear in mind that most NPCs don't have these abilities. The wizard living in the forest may only have a couple of daily spells known. This is because NPCs are actually built (for the most part) with monster rules, and thus are kept simpler. As far as the PCs go, though? There will definitely be more frequent magic, though not more powerful magic. 4) No different than the Sorcerer and Bard did in 3.Xe. I've never seen the out-of-game choice to replace a spell affect the player, myself. If so, you can justify it by saying that the player has merely moved on to more advanced maneuvers, and doesn't practice the old ones as much any more. For casters, the caster doesn't bother to prepare the spell any more (even though spell preparation is largely gone, is can still be used as an in-game explanation). 5) Some, yes. But most of it is just straight heroic fantasy. Besides, the art style is a poor reason to not use a game system. 6) Combat rules are really all we've been shown so far, which is why the rules compendium focuses on combat. Don't worry. 4e will be no worse at handling the out-of-combat stuff than any previous edition. 7) Since encounters are meant to scale well, with one monster (or equivalent) per PC, small groups of 2-3 should work fine. Solo will be as difficult as it always has been, but will probably be possible as well. Both of these will make it difficult to use some monsters, though, such as the solo creatures (designed to take on an entire party alone). But it should be workable. The revised skill system, on the other hand, should greatly expand the adventure possibilities for smaller groups, as any character can train in any skill with the right choices, and even untrained skills allow for a passable attempt. So for non-combat, 4e should make things much better for small/solo groups. 8) Level Drain is gone, kaput, finito. Ability Damage is the same. Poison deals poison-type hit point damage and causes various conditions, like weakened. Disease, on the other hand, we don't have any information on yet. Other long-term effects may exist, but we don't really have info on them yet. Hope that helped. [/QUOTE]
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