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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Late to the D&D 4E Bandwagon - First Impressions
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<blockquote data-quote="Alarian" data-source="post: 6061217" data-attributes="member: 24407"><p>That's interesting, I've found the exact opposite in our games. It's almost impossible to kill off someone unless the player really screws up badly. There is so much healing to everyone that it's rare for anyone to drop below bloodied for more than a round. If the player doesn't use their second wind, and either gain one or two healing surges, there is almost 1-3 other players in the group with abilites that result in a healing surge being able to be applied to the person in need. I can't count the number of times (Usually multiple times a battle) where someone is dropped almost to 0 hit points and by his next turn, not only is he back to full, he has bonus temporary hit points. As a player it's great, if I was GM'ing, I would find it insanely frustrating.</p><p></p><p></p><p></p><p>Again, in our group, we've found the exact opposite. Rarely does a battle last even one gaming session. Most end up taking 2 or sometimes 3 sessions (our sessions are usually around 3-4 hours). It had finally gotten to the point that players were bringing laptops and tablets to the table to fill in the hour long gaps between turns. A few months ago our GM got rid of about 90% of the conditions as having players being affected by 2-5 different ones in a given turn got to be overwhelming. He also simplified abilities and got rid of 1/2 of them because people were spending 5-10 minutes looking over their character sheets before each turn trying to find the most appropriate ability for that given turn. We now have a fraction of the options, but the abilities we do have have a "role-playing" factor built into them so the player can say: "I'm using my utility ability X to perform Y action and attempt to save the day!" If the GM thinks it sounds reasonable, he says go for it. We have one or two hard core 4E players that aren't real fond of the changes but the rest of us love it. For the few that weren't real excited, the GM said they could continue to use their original character, but if they took too long taking their turn they would forfeit it. So far one player is still using his original character sheet, the other is using the converted abbreviated sheet like the rest of us.</p></blockquote><p></p>
[QUOTE="Alarian, post: 6061217, member: 24407"] That's interesting, I've found the exact opposite in our games. It's almost impossible to kill off someone unless the player really screws up badly. There is so much healing to everyone that it's rare for anyone to drop below bloodied for more than a round. If the player doesn't use their second wind, and either gain one or two healing surges, there is almost 1-3 other players in the group with abilites that result in a healing surge being able to be applied to the person in need. I can't count the number of times (Usually multiple times a battle) where someone is dropped almost to 0 hit points and by his next turn, not only is he back to full, he has bonus temporary hit points. As a player it's great, if I was GM'ing, I would find it insanely frustrating. Again, in our group, we've found the exact opposite. Rarely does a battle last even one gaming session. Most end up taking 2 or sometimes 3 sessions (our sessions are usually around 3-4 hours). It had finally gotten to the point that players were bringing laptops and tablets to the table to fill in the hour long gaps between turns. A few months ago our GM got rid of about 90% of the conditions as having players being affected by 2-5 different ones in a given turn got to be overwhelming. He also simplified abilities and got rid of 1/2 of them because people were spending 5-10 minutes looking over their character sheets before each turn trying to find the most appropriate ability for that given turn. We now have a fraction of the options, but the abilities we do have have a "role-playing" factor built into them so the player can say: "I'm using my utility ability X to perform Y action and attempt to save the day!" If the GM thinks it sounds reasonable, he says go for it. We have one or two hard core 4E players that aren't real fond of the changes but the rest of us love it. For the few that weren't real excited, the GM said they could continue to use their original character, but if they took too long taking their turn they would forfeit it. So far one player is still using his original character sheet, the other is using the converted abbreviated sheet like the rest of us. [/QUOTE]
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Late to the D&D 4E Bandwagon - First Impressions
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