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I have two concerns about 4th edition. Help me out.
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<blockquote data-quote="timbannock" data-source="post: 4290517" data-attributes="member: 17913"><p>1. Partially because the "oh so evil" Hasbro owns Wizards, and also because it's economically sound, minis are pretty heavily integrated into 4E's design. Honestly, I play sessions with AND without minis based on my preference, events in the game, and so on. Both work. 4E doesn't seem to be much different (if you're a decent DM when it comes to being descriptive). So to directly answer: sorta, but not so much so that it's impossible to divorce the two.</p><p></p><p>2. No. I think once again this is a circumstantial thing: some people turn a meteor swarm into a boring iteration of "my spell does X damage to X area." I've also seen a simple magic missile or sleep spell described in words so poetic Shakespeare would cry (maybe not, but better than you or I could do, at least!).</p><p></p><p></p><p>Quick rant (but applicable to both answers): I think 4E -- either by design or by accident -- gives many more tools to <strong>help </strong>players and DMs describe things that were already there. But how well you use those tools is up to you.</p><p></p><p>For example, I think giving Fightery-types all sorts of "powers" is just a way to make "I hit, I do damage" more interesting implicitly, rather than hoping the person playing the Fighter comes up with a cool description of his maneuver (which still only had the game effect of "I hit, I do damage").</p><p></p><p>It's been said a lot round here: 4E plays better than it reads. That to me is a BIG plus in its favor. Monopoly, chess, checkers...these things have rulebooks that are as dry as dry could be, but they've been played, loved, tinkered with, etc. for how long? Hundreds of years in the case of chess?</p><p></p><p>P.S. If you want a few ideas on a mini-less 4E experience, I've already got tons. I just got the books today. So it can't be too hard!</p></blockquote><p></p>
[QUOTE="timbannock, post: 4290517, member: 17913"] 1. Partially because the "oh so evil" Hasbro owns Wizards, and also because it's economically sound, minis are pretty heavily integrated into 4E's design. Honestly, I play sessions with AND without minis based on my preference, events in the game, and so on. Both work. 4E doesn't seem to be much different (if you're a decent DM when it comes to being descriptive). So to directly answer: sorta, but not so much so that it's impossible to divorce the two. 2. No. I think once again this is a circumstantial thing: some people turn a meteor swarm into a boring iteration of "my spell does X damage to X area." I've also seen a simple magic missile or sleep spell described in words so poetic Shakespeare would cry (maybe not, but better than you or I could do, at least!). Quick rant (but applicable to both answers): I think 4E -- either by design or by accident -- gives many more tools to [B]help [/B]players and DMs describe things that were already there. But how well you use those tools is up to you. For example, I think giving Fightery-types all sorts of "powers" is just a way to make "I hit, I do damage" more interesting implicitly, rather than hoping the person playing the Fighter comes up with a cool description of his maneuver (which still only had the game effect of "I hit, I do damage"). It's been said a lot round here: 4E plays better than it reads. That to me is a BIG plus in its favor. Monopoly, chess, checkers...these things have rulebooks that are as dry as dry could be, but they've been played, loved, tinkered with, etc. for how long? Hundreds of years in the case of chess? P.S. If you want a few ideas on a mini-less 4E experience, I've already got tons. I just got the books today. So it can't be too hard! [/QUOTE]
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I have two concerns about 4th edition. Help me out.
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