StreamOfTheSky
Adventurer
Rituals make a kind of sense. Raising the dead shouldn't be something you can do ten times a day, and it adds a sense of the extraordinary that certain things that used to be spells deserve.
Or, they could have retained that by being spells.
Critical hits do maximum damage. Under 3.5, you could still roll a '1' on your crit damage and do all of 2 points. Nice fix - crits should hurt.
If you had any business using a weapon in 3E, crits did hurt, quite a bit in fact. And you're supposed to roll more dice, not just multiply one set of rolls, so the oddds of doing minimum damage were very low.
A high armour class is easier to get at 1st level. Nice.
Don't you know that's just an illusion? It's all crafted so the same to hit odds remain at any level, so your "Armor Class" is really just window dressing now.
Wizards have been seriously neutered. With this 'daily powers', 'encounter powers', 'powers at will' system, one of the major advantages of the wizard - versatility - has been seriously curtailed. No longer can a wizard have a spellbook containing hundreds of useful spells and swap-and-change them for specific tasks - a sort of weapons package if you like. That was the great advantage of wizards over sorcerers in 3.5 - you chose either versatility or firepower.
I agree with your last statement, but you're not understnading something. Wizards got neutered, but every other class got neutered without anasthesia. Wizards are the only class that can really just rely on one or two stats. And in a game where the opposing modifiers are always so close, every extra +1 counts so darn much. I can never even play a Fighter or Paladin again. The stat spread means I'm going to have a 16 in any stat I use to attack, which just isn't enough any more. Fighters can no longer have an easy time hitting, Rogues no longer can auto-win a skill check. wizards still will retain the best attack bonus generally, and have the most versatility in targeting different defenses, so they're still probably the best class, if only because everyone else lost more stuff.
Paths make no sense and are very constricting. They essentially force characters to conform to an archtype.
That and the lack of easy multiclassing do, yeah.
The classes don't cover what they ought to. I don't really miss the monk, but bards are sorely mourned. Warlords just don't fill the same role - in fact, I don't really see what the warlord brings to the game that a fighter couldn't.
Some crappy healing, mainly. Real question is what a Warlord brings to the table that an extra Cleric wouldn't. Also, heresy! Everyone should miss the monk, and cry tears of agony until there is one, at which point, we shall cry tears of joy!

Similarly, some of the races were poorly chosen. While I miss gnomes, my major gripes are the inclusion of the eladrins and the dragonborn. Eladrin are basically super-elves, and dragonborn just seem a tad too exotic to be a real player race.
See, I too like how Warhammer Fantasy has High, Wood, and Dark Elves, so I didn't mind this. Dragonborn are a lame concept and Eladrin do have lame stats, though.
Monsters seem way overpowered. At 1st level, we were fighting kobolds with 36 hit points. That's WAY too high, especially since we aren't really doing any more damage than we would under the old rules.
Tell me about it! I thought they had to be level 3! And their melee attack bonuses were higher than the party Fighter's BEFORE the flanking craziness! And those massive sacks of hit points just make lame powers like Reaping Strike seem even more useless. "I dealt a whole two damage on my miss? Wow, so much help over a basic attack! Hear that guys? I just took out 1/12 of his health!"
The whole thing plays like a video game. It seems like it's been designed to feel that way as well, to the point that while we were playing we kept asking our DM if we could 'save game' and at one point I cracked the group up when a player asked "how do I use this skill" and I answered "hold down B and press up." If I want to go play a video game, I'll go play one.
If it played like a video game, I'd like it, as I've been playing video games far longer than D&D. Unless you mean it plays like an MMO, in which case, it'd be explained why I find it so agonizing.
There isn't enough to distinguish one character from another. Everybody's basically the same. There's not enough options to customise and vary your character.
Amen to that. I think putting this feeling into descriptive text so that others understand what we mean will be by far the most annoying part of criticizing 4E. I think I'll have to keep an essay on reserve to handle such things, cause it's getting really irritating posting such things so much.
I see far more "I played 4E for the first time and liked it" threads than ones who come away feeling worse about it and posting. Do you crap on those threads, too? Or just the ones that present views you disagree with?I love these threads: "My friends and I gave 4E a chance, here's our list of complaints".
Internet critcs for the win!![]()
Dude! Just...dude!(Stuff I'm not going to even quote)