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Into The Fire!--Contrasting Analysis of 4E and 3.5E
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<blockquote data-quote="Andor" data-source="post: 4582227" data-attributes="member: 1879"><p>No no, he's right. It's the return of the weapon speed factor tables and thief percentile skills that does it I think. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p>4e tries for a unified and balanced system. This means that the developers (but not you the GM) have a set of ballpark figures for what any PC should be able to do at any level. Modifiers are fairly obvious I.E. area attacks usually do less damage as do attacks with good rider effects. Ideally everybody is equally effective and therefore has equal fun. They fail in some places IE: Twin Strike is strictly better than Carefull attack (Ranger at-wills). Astral Storm is vastly superior to Meteor Swarm (Cleric big gun vs Wizard big gun.)</p><p></p><p>Some things are simplified like the skill system. Some things are just botched like the economy and skill challange system. One thing that some people like but others see as a downside is that all classes are equally complex. Because every class has the same mix of at will, enounter and daily powers, you can't just whip up a nice simple barbarian or fighter for your new player. </p><p></p><p>In theory there are fewer floating modifiers so there is no more pauseing to figure out if you hit due to bulls strength, bard song and blessing. In practice between marks and plentiful status effects I personally see no reduction the complexity of tracking combat effects.</p></blockquote><p></p>
[QUOTE="Andor, post: 4582227, member: 1879"] No no, he's right. It's the return of the weapon speed factor tables and thief percentile skills that does it I think. :hmm: 4e tries for a unified and balanced system. This means that the developers (but not you the GM) have a set of ballpark figures for what any PC should be able to do at any level. Modifiers are fairly obvious I.E. area attacks usually do less damage as do attacks with good rider effects. Ideally everybody is equally effective and therefore has equal fun. They fail in some places IE: Twin Strike is strictly better than Carefull attack (Ranger at-wills). Astral Storm is vastly superior to Meteor Swarm (Cleric big gun vs Wizard big gun.) Some things are simplified like the skill system. Some things are just botched like the economy and skill challange system. One thing that some people like but others see as a downside is that all classes are equally complex. Because every class has the same mix of at will, enounter and daily powers, you can't just whip up a nice simple barbarian or fighter for your new player. In theory there are fewer floating modifiers so there is no more pauseing to figure out if you hit due to bulls strength, bard song and blessing. In practice between marks and plentiful status effects I personally see no reduction the complexity of tracking combat effects. [/QUOTE]
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