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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="GoodKingJayIII" data-source="post: 4380326" data-attributes="member: 13804"><p>For me, this is a feature. Wizards have been brought in line with the rest of the classes, and there's a lot less opportunity for the wizard to outclass <em>everyone</em> at the mid- to higher levels. And wizards are still more versatile than any of the other classes in terms of Daily and Utility choices.</p><p></p><p></p><p></p><p>Are you referring to the builds at the beginning of the class sections? That's simple advice, much the same way 3rd edition offered sample characters for each class. You are free to use it or ignore it.</p><p></p><p></p><p></p><p>Did anyone in your group play a Warlord? Did you read the Warlord chapter closely. If you think that Fighters can do what Warlords can, I suggest going back and taking a closer look. They are quite different.</p><p></p><p></p><p></p><p>This is more of a taste thing. I've never liked gnomes, nor have I ever seen one played, but I didn't knock older editions for having them.</p><p></p><p></p><p></p><p>Again, this is a feature. 1st level monsters are not meant to be splattered in one hit, but are actually meant to be a challenge. Also, because the time it takes for a player to take his turn has been reduced, fights overall have been lengthened by increasing monster and PC hp. This is simply a different design feature. If you don't like it, you don't like it, but I don't get what's so wrong with having interesting and challenging experiences starting at level 1.</p><p></p><p></p><p></p><p>Can you highlight which aspects you thought "played like a video game"? I ask because the MMO comparisons are thrown about very readily by detractors. I played DAoC, Guild Wars, and WoW for years, and aside from the Points of Light setting and the new cosmology, I just don't see it.</p><p></p><p></p><p></p><p>I partially agree with this. I really would've liked to see more feats, and Magic Items relegated back to the DMG. In terms of the classes, I think we have <em>tons</em> of options, far more than individual classes in previous editions, with the exception of the wizard, who was not what I consider to be a model of quality class design. For a core book, there are a lot of choices; the designers had to strike a balance between lots of options and the important rules of the game. I think they did a pretty good job.</p><p></p><p>Sounds like you have a pretty specific idea of the kind of game you'd like to play. I'm sorry you didn't enjoy the game so much, but it seems more of a preferential thing than anything else. 4th edition has lots of options and strong rules. Those that I have played with have been impressed by the ease of character building, the dynamic combats, and the less rules-oriented take on roleplaying. It's been a good experience for me so far. Perhaps you will feel the same eventually, but if you don't that's ok too.</p></blockquote><p></p>
[QUOTE="GoodKingJayIII, post: 4380326, member: 13804"] For me, this is a feature. Wizards have been brought in line with the rest of the classes, and there's a lot less opportunity for the wizard to outclass [I]everyone[/I] at the mid- to higher levels. And wizards are still more versatile than any of the other classes in terms of Daily and Utility choices. Are you referring to the builds at the beginning of the class sections? That's simple advice, much the same way 3rd edition offered sample characters for each class. You are free to use it or ignore it. Did anyone in your group play a Warlord? Did you read the Warlord chapter closely. If you think that Fighters can do what Warlords can, I suggest going back and taking a closer look. They are quite different. This is more of a taste thing. I've never liked gnomes, nor have I ever seen one played, but I didn't knock older editions for having them. Again, this is a feature. 1st level monsters are not meant to be splattered in one hit, but are actually meant to be a challenge. Also, because the time it takes for a player to take his turn has been reduced, fights overall have been lengthened by increasing monster and PC hp. This is simply a different design feature. If you don't like it, you don't like it, but I don't get what's so wrong with having interesting and challenging experiences starting at level 1. Can you highlight which aspects you thought "played like a video game"? I ask because the MMO comparisons are thrown about very readily by detractors. I played DAoC, Guild Wars, and WoW for years, and aside from the Points of Light setting and the new cosmology, I just don't see it. I partially agree with this. I really would've liked to see more feats, and Magic Items relegated back to the DMG. In terms of the classes, I think we have [I]tons[/I] of options, far more than individual classes in previous editions, with the exception of the wizard, who was not what I consider to be a model of quality class design. For a core book, there are a lot of choices; the designers had to strike a balance between lots of options and the important rules of the game. I think they did a pretty good job. Sounds like you have a pretty specific idea of the kind of game you'd like to play. I'm sorry you didn't enjoy the game so much, but it seems more of a preferential thing than anything else. 4th edition has lots of options and strong rules. Those that I have played with have been impressed by the ease of character building, the dynamic combats, and the less rules-oriented take on roleplaying. It's been a good experience for me so far. Perhaps you will feel the same eventually, but if you don't that's ok too. [/QUOTE]
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