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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Just played my first 4E game
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<blockquote data-quote="Cadfan" data-source="post: 4377617" data-attributes="member: 40961"><p>1. Wizards were nerfed on purpose. Their versatility let them sideline other classes too easily.</p><p></p><p>2. You should take another look at paths. While they do sort of deny the "generic wizard" option by telling you to take what is essentially a prestige class, a lot of the paths really are "generic [class]" paths. The current wizard paths are probably the most flavorful, right now.</p><p></p><p>3. The class distribution is different, yes. The best I can say here is that some people really like the new distribution, and some don't, and that over time it looks like the classic classes are coming back. As for the Warlord, it plays completely differently from the Fighter, trust me. They both hit things with weapons, but they do so in very different ways. One of 4e's goals seems to be to make classes that aren't as versatile, but are incredibly elegant and well designed for the task they perform. Hybrid classes like a Fighter who could also do Warlord tricks wouldn't fit well in this paradigm.</p><p></p><p>4. Same answer as above. This is one of those things that some people really like, and others really don't, and if they'd chosen differently you'd have the same distribution of likers and haters.</p><p></p><p>5. Low level monster hp is rebalanced. Your party can still take on the same number of kobolds at low levels as they used to, its just that now, instead of the fight basically being a wait for hits to be rolled, there is hit point attrition like in higher level games. Think of it this way- any kobold that takes more than one hit to drop is a kobold with class levels, and in 4e almost every monster has class levels.</p><p></p><p>6. This makes me want to bash my head into the wall. 4e is nothing like a video game. 4e uses a fair amount of DM judgment, and simplified math. A video game would use zero DM judgment, and would have no need to simplify the math so that mere humans could comprehend it. 3e was the one that played like a video game, because only a computer could calculate all the different types of bonuses you could get, and assure that you never accidentally stacked two divine ac bonuses or something.</p><p></p><p>7. Its hard to know what you mean with this. If you mean "everyone uses the same mechanics, there are no unique subsystems for each class like in 3e," then you're correct. The power system is basically unified. However, the power system also gives you MANY more choices when making a character than you had before, particularly for non spellcasters. And the "build option" system means that each class basically has sub-classes, adding further choice.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4377617, member: 40961"] 1. Wizards were nerfed on purpose. Their versatility let them sideline other classes too easily. 2. You should take another look at paths. While they do sort of deny the "generic wizard" option by telling you to take what is essentially a prestige class, a lot of the paths really are "generic [class]" paths. The current wizard paths are probably the most flavorful, right now. 3. The class distribution is different, yes. The best I can say here is that some people really like the new distribution, and some don't, and that over time it looks like the classic classes are coming back. As for the Warlord, it plays completely differently from the Fighter, trust me. They both hit things with weapons, but they do so in very different ways. One of 4e's goals seems to be to make classes that aren't as versatile, but are incredibly elegant and well designed for the task they perform. Hybrid classes like a Fighter who could also do Warlord tricks wouldn't fit well in this paradigm. 4. Same answer as above. This is one of those things that some people really like, and others really don't, and if they'd chosen differently you'd have the same distribution of likers and haters. 5. Low level monster hp is rebalanced. Your party can still take on the same number of kobolds at low levels as they used to, its just that now, instead of the fight basically being a wait for hits to be rolled, there is hit point attrition like in higher level games. Think of it this way- any kobold that takes more than one hit to drop is a kobold with class levels, and in 4e almost every monster has class levels. 6. This makes me want to bash my head into the wall. 4e is nothing like a video game. 4e uses a fair amount of DM judgment, and simplified math. A video game would use zero DM judgment, and would have no need to simplify the math so that mere humans could comprehend it. 3e was the one that played like a video game, because only a computer could calculate all the different types of bonuses you could get, and assure that you never accidentally stacked two divine ac bonuses or something. 7. Its hard to know what you mean with this. If you mean "everyone uses the same mechanics, there are no unique subsystems for each class like in 3e," then you're correct. The power system is basically unified. However, the power system also gives you MANY more choices when making a character than you had before, particularly for non spellcasters. And the "build option" system means that each class basically has sub-classes, adding further choice. [/QUOTE]
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Just played my first 4E game
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