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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="Mustrum_Ridcully" data-source="post: 4197765" data-attributes="member: 710"><p>Most wizard powers (attacks): </p><p>- Work at range</p><p>- Deal energy or other magical damage</p><p>- target multiple foes (at range). </p><p></p><p>Sure, there is no hard rule that says I couldn't give a wizard a power that requires a melee attack and pushes and opponent back one square. The only thing that stands against this are the design guidelines. Not so different from not creating 1st level spells that deal 1d10 points of damage per caster level, or feats that add +2 to attack and damage (oh, wait)... </p><p></p><p>The basic building blocks of the powers are simple, but the end result is not.</p><p>Don't get baited by attempts to oversimplify 4E design elements to "prove" its inferiority.</p><p></p><p>---</p><p></p><p>Otherwise, I can only recommend that you pick whatever game you prefer. For me, 4E shapes up to be vastly superior to 3E in many areas. There might also be weaknesses, but all evidence so far suggest that it will be fun to play and easy to DM. </p><p>But if that is already true for you and 3E, there is no urgency to switch - At least as long as WotC doesn't figure out your address and sends its men from team <a href="http://www.google.de/search?hl=de&q=451+fahrenheit+to+kelvin&btnG=Suche&meta=" target="_blank">Kelvin 506</a> to burn your 3E books. (That might be the last step in their 4E marketing campaign, as far as I have <s>made up</s> heard)</p><p></p><p>Picking up the first adventure might be a good idea to get a feeling for the game. (Let's hope the adventure's story and plot doesn't suck <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Mearls, don't fail me now! ). </p><p>It will cost less money then the 3 core rulebooks, and it's not like you wouldn't need an adventure if you'd decide to go with 4E. (Assuming you at least occasionally use published modules and adventure paths)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4197765, member: 710"] Most wizard powers (attacks): - Work at range - Deal energy or other magical damage - target multiple foes (at range). Sure, there is no hard rule that says I couldn't give a wizard a power that requires a melee attack and pushes and opponent back one square. The only thing that stands against this are the design guidelines. Not so different from not creating 1st level spells that deal 1d10 points of damage per caster level, or feats that add +2 to attack and damage (oh, wait)... The basic building blocks of the powers are simple, but the end result is not. Don't get baited by attempts to oversimplify 4E design elements to "prove" its inferiority. --- Otherwise, I can only recommend that you pick whatever game you prefer. For me, 4E shapes up to be vastly superior to 3E in many areas. There might also be weaknesses, but all evidence so far suggest that it will be fun to play and easy to DM. But if that is already true for you and 3E, there is no urgency to switch - At least as long as WotC doesn't figure out your address and sends its men from team [url=http://www.google.de/search?hl=de&q=451+fahrenheit+to+kelvin&btnG=Suche&meta=]Kelvin 506[/url] to burn your 3E books. (That might be the last step in their 4E marketing campaign, as far as I have [s]made up[/s] heard) Picking up the first adventure might be a good idea to get a feeling for the game. (Let's hope the adventure's story and plot doesn't suck ;) Mearls, don't fail me now! ). It will cost less money then the 3 core rulebooks, and it's not like you wouldn't need an adventure if you'd decide to go with 4E. (Assuming you at least occasionally use published modules and adventure paths) [/QUOTE]
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How would 4E improve my game?
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