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General Tabletop Discussion
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I am beginning to appreciate some of the design decisions of 4E.
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<blockquote data-quote="fumetti" data-source="post: 5424561" data-attributes="member: 6667461"><p>My three favorite innovations of 4E:</p><p></p><p>1. Spellcasters are useful at low levels! I never played a Magic-User before 4E because of lack of things to do early on.</p><p></p><p>2. Minions! What an ingenious idea. Fodder for low levels.</p><p></p><p>3. Rituals! Allows arcane spellcasters to study the combat spells they need without sacrificing useful non-combat spells.</p><p></p><p></p><p></p><p></p><p>I am mixed about:</p><p></p><p>4. High HP at low levels. On one hand, I like not dying so easily. On the other hand, 1st level is too early for characters to start throwing caution to the wind.</p><p></p><p>5. Surges. Good game mechanic and removes the dependency on healing spells/potions, but makes the game really unrealistic. It also diminishes the strategy required for survival--finding places to hide from wandering monsters while the wounded heal, keeping plenty of food/water, etc.</p><p></p><p></p><p></p><p></p><p>And what seemed like a positive hasn't quite turned out that way:</p><p></p><p>6. Every class has virtually the same combat effectiveness. Everybody can start out with +4/5 to hit and does d6-d10 damage, regardless of class. The only difference is armor class. What began as a liberating innovation (everyone can fight) quickly turned into a homogenation of the classes. Three PHBs and a gazillion classes...all basically doing the same things.</p><p></p><p>7. Ironically, most of my low level combats have taken fewer rounds to complete than in early editions. Yet, these combats take twice/three times as long to play out. Major win for the hardcore rule-nerds. Not so victorious for those wishing to spend time on the actual story...</p></blockquote><p></p>
[QUOTE="fumetti, post: 5424561, member: 6667461"] My three favorite innovations of 4E: 1. Spellcasters are useful at low levels! I never played a Magic-User before 4E because of lack of things to do early on. 2. Minions! What an ingenious idea. Fodder for low levels. 3. Rituals! Allows arcane spellcasters to study the combat spells they need without sacrificing useful non-combat spells. I am mixed about: 4. High HP at low levels. On one hand, I like not dying so easily. On the other hand, 1st level is too early for characters to start throwing caution to the wind. 5. Surges. Good game mechanic and removes the dependency on healing spells/potions, but makes the game really unrealistic. It also diminishes the strategy required for survival--finding places to hide from wandering monsters while the wounded heal, keeping plenty of food/water, etc. And what seemed like a positive hasn't quite turned out that way: 6. Every class has virtually the same combat effectiveness. Everybody can start out with +4/5 to hit and does d6-d10 damage, regardless of class. The only difference is armor class. What began as a liberating innovation (everyone can fight) quickly turned into a homogenation of the classes. Three PHBs and a gazillion classes...all basically doing the same things. 7. Ironically, most of my low level combats have taken fewer rounds to complete than in early editions. Yet, these combats take twice/three times as long to play out. Major win for the hardcore rule-nerds. Not so victorious for those wishing to spend time on the actual story... [/QUOTE]
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I am beginning to appreciate some of the design decisions of 4E.
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