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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
I miss 3.5 edition
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<blockquote data-quote="Tigris" data-source="post: 9872649" data-attributes="member: 7043270"><p>I know that 4E for some people looked closer to MMOs because it does use similar clear language (both similar to MODERN MtG (which kind of became the defacto standard in many games).</p><p></p><p></p><p>However, what you are saying here is really not true. Literally every single attack in 4E has a flavour line, it is just separated from the mechanic part to make it easier to read.</p><p></p><p>As an example Lance of Faith (from PHB1):</p><p></p><p><em>"A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally's attack."</em></p><p></p><p>Similarily almost all attack have "riders" so a bonus, and is not just damage. Like for the above lance:</p><p></p><p><em>"<strong>Hit</strong>: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target."</em></p><p></p><p>And unlike most of 3.5 also martials did have maneuvers and not just basic attacks (which literally are just dice roll damage without anything added or flavour line etc.).</p><p></p><p></p><p>I agree that attacks (from martials and casters) did read more similar, thats something I like since it makes effects clear, I guess others dont, but effects where still varied, with different typical effect per power source and role.</p><p></p><p></p><p>Just look at the level 1 daily spells of the wizard (arcane controller) from the PHB there where from the start 3 completly different spells:</p><p></p><ul> <li data-xf-list-type="ul">Sleep: Non damaging slows enemies (which means they can only move 2 which helps to not let enemies in range), even if missed, and if it hit and enemies fail the first saving throw, their are unconscious (first attack against them is a guaranteed crit and they cant act)</li> <li data-xf-list-type="ul">Freezing Cloud: Area cold damage and creates a zone of cold damage which persists when you "concentrate on it", so it changes the battlefield generating a dangerous zone and make the many forced movement abilities pay off.</li> <li data-xf-list-type="ul">Flaming Sphere: You create a flaming sphere which you can control (using your actions) which automatically damages enemies next to them and can attack 1 enemy in addition each turn.</li> </ul><p></p><p>I like 3.5, especially the later classes where they did some interesting experiments, which they also started later in 4E (PHB3 added power point characters which worked fundamentally different, Essentials released some simplified characters with other class structures etc.), just that 4E was not getting old enough to go really crazy (like late 3.5)</p><p></p><p></p><p>The class difference in 3.5 was for sure bigger than in 4E, there was no truespeaker or similar things, but the effect in 4E where definitly not just all the same, there is a big variety from level 1. (And also some differences where more hidden, like weapon attacks taking damage from weapon while implement had fixed damage, different weapons/implements had different enchantments and (later) different feats, even some damage types had different feats (cold being able to create weakness to it, thunder being able to have bigger areas etc.)).</p></blockquote><p></p>
[QUOTE="Tigris, post: 9872649, member: 7043270"] I know that 4E for some people looked closer to MMOs because it does use similar clear language (both similar to MODERN MtG (which kind of became the defacto standard in many games). However, what you are saying here is really not true. Literally every single attack in 4E has a flavour line, it is just separated from the mechanic part to make it easier to read. As an example Lance of Faith (from PHB1): [I]"A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally's attack."[/I] Similarily almost all attack have "riders" so a bonus, and is not just damage. Like for the above lance: [I]"[B]Hit[/B]: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target."[/I] And unlike most of 3.5 also martials did have maneuvers and not just basic attacks (which literally are just dice roll damage without anything added or flavour line etc.). I agree that attacks (from martials and casters) did read more similar, thats something I like since it makes effects clear, I guess others dont, but effects where still varied, with different typical effect per power source and role. Just look at the level 1 daily spells of the wizard (arcane controller) from the PHB there where from the start 3 completly different spells: [LIST] [*]Sleep: Non damaging slows enemies (which means they can only move 2 which helps to not let enemies in range), even if missed, and if it hit and enemies fail the first saving throw, their are unconscious (first attack against them is a guaranteed crit and they cant act) [*]Freezing Cloud: Area cold damage and creates a zone of cold damage which persists when you "concentrate on it", so it changes the battlefield generating a dangerous zone and make the many forced movement abilities pay off. [*]Flaming Sphere: You create a flaming sphere which you can control (using your actions) which automatically damages enemies next to them and can attack 1 enemy in addition each turn. [/LIST] I like 3.5, especially the later classes where they did some interesting experiments, which they also started later in 4E (PHB3 added power point characters which worked fundamentally different, Essentials released some simplified characters with other class structures etc.), just that 4E was not getting old enough to go really crazy (like late 3.5) The class difference in 3.5 was for sure bigger than in 4E, there was no truespeaker or similar things, but the effect in 4E where definitly not just all the same, there is a big variety from level 1. (And also some differences where more hidden, like weapon attacks taking damage from weapon while implement had fixed damage, different weapons/implements had different enchantments and (later) different feats, even some damage types had different feats (cold being able to create weakness to it, thunder being able to have bigger areas etc.)). [/QUOTE]
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