Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Let's Talk About 4E On Its Own Terms [+]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="James Gasik" data-source="post: 9190411" data-attributes="member: 6877472"><p>The thing I bring up the most is encounter/monster design. With the online DM tools, not only did you have access to hundreds of monsters, and could easily tally up the xp value of encounters, you could adjust them easily. For an adventure in the Feywild, I had my players encounter level 11 and 12 goblins, which only required me to click on "level" to get.</p><p></p><p>Powers doing exactly what they say they did did sometimes run afoul of verisimilitude, but it also meant you didn't need to go over them with a fine toothed comb to sort out what they were doing. Too many other games give you a wall of text making it harder to sort out what something is doing.</p><p></p><p>Non-Armor Defenses greatly sped up play; you use a power, you roll your attack, and a high roll means you succeed, no need to wait for the DM to make a saving throw. A lot of players (including myself) enjoyed the aspect of feeling like your destiny was in your hands, rather than throwing out an ability and praying the DM rolls low.</p><p></p><p>Most powers only effect the battle for a single turn, making it harder to "lock down" a character or NPC (save for those nasty daily powers!). </p><p></p><p>Healing surges being both a resource that didn't require you to have a Cleric <strong>and </strong>being a limit to how much one could heal per adventuring day greatly helped pacing. That a healing surge healed for 25% hit points meant that healing was a strong action, but if you kept taking hits, you'd be rendered unable to heal, so reckless play was quickly punished. The fact that you entered almost every battle at roughly full strength meant that encounters did not become dramatically easier/harder depending on when in the adventuring day they were encountered.</p><p></p><p>Action Points coming in on milestones was a far more reliable method of giving players extra oomph to deal with tough battles than hoping the DM awards you inspiration.</p><p></p><p>Characters start off able to handle more than 1-2 encounters at level 1, and you quickly feel like you're a member of your class (where other systems might make you wait a few levels to get core abilities).</p><p></p><p>Paragon Paths and Epic Destinies were very cool ways to make your character feel distinct, and give them a shot in the arm of flavor.</p><p></p><p>The implements of spellcasting such as wands and spellbooks actually affecting the use of your powers, instead of just being an extra source of powers is something I really enjoyed, especially when specialized implements with different advantages became available. A Wizard who uses a Wand can feel very different from an Orb user, for example.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9190411, member: 6877472"] The thing I bring up the most is encounter/monster design. With the online DM tools, not only did you have access to hundreds of monsters, and could easily tally up the xp value of encounters, you could adjust them easily. For an adventure in the Feywild, I had my players encounter level 11 and 12 goblins, which only required me to click on "level" to get. Powers doing exactly what they say they did did sometimes run afoul of verisimilitude, but it also meant you didn't need to go over them with a fine toothed comb to sort out what they were doing. Too many other games give you a wall of text making it harder to sort out what something is doing. Non-Armor Defenses greatly sped up play; you use a power, you roll your attack, and a high roll means you succeed, no need to wait for the DM to make a saving throw. A lot of players (including myself) enjoyed the aspect of feeling like your destiny was in your hands, rather than throwing out an ability and praying the DM rolls low. Most powers only effect the battle for a single turn, making it harder to "lock down" a character or NPC (save for those nasty daily powers!). Healing surges being both a resource that didn't require you to have a Cleric [B]and [/B]being a limit to how much one could heal per adventuring day greatly helped pacing. That a healing surge healed for 25% hit points meant that healing was a strong action, but if you kept taking hits, you'd be rendered unable to heal, so reckless play was quickly punished. The fact that you entered almost every battle at roughly full strength meant that encounters did not become dramatically easier/harder depending on when in the adventuring day they were encountered. Action Points coming in on milestones was a far more reliable method of giving players extra oomph to deal with tough battles than hoping the DM awards you inspiration. Characters start off able to handle more than 1-2 encounters at level 1, and you quickly feel like you're a member of your class (where other systems might make you wait a few levels to get core abilities). Paragon Paths and Epic Destinies were very cool ways to make your character feel distinct, and give them a shot in the arm of flavor. The implements of spellcasting such as wands and spellbooks actually affecting the use of your powers, instead of just being an extra source of powers is something I really enjoyed, especially when specialized implements with different advantages became available. A Wizard who uses a Wand can feel very different from an Orb user, for example. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Let's Talk About 4E On Its Own Terms [+]
Top