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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="Larrin" data-source="post: 9191057" data-attributes="member: 55816"><p>The framework of the game was very solid. The basics: how you move, how you roll, how you take your turn, how this and that works, were all very very solid for a game. It was easily learned, quite consistant, etc. Then the way complexity build on top of that framework was quite elegant. It had solid Ideas that promoted creativity and exploration of the idea spaces in the game: arcane defenders, martial healers, classes, races, feats and such. There was a lot of things that could inspire your creative juices on the PC side (although too many arbitrary/unneeded options was eventually part of the [-]). DMing was very easy, you just needed to know the number and what worked at your level and you could make -anything- work out and make it up on the fly.</p><p></p><p>When you used it for what it was meant to do, it did it so very well, and very easily.</p></blockquote><p></p>
[QUOTE="Larrin, post: 9191057, member: 55816"] The framework of the game was very solid. The basics: how you move, how you roll, how you take your turn, how this and that works, were all very very solid for a game. It was easily learned, quite consistant, etc. Then the way complexity build on top of that framework was quite elegant. It had solid Ideas that promoted creativity and exploration of the idea spaces in the game: arcane defenders, martial healers, classes, races, feats and such. There was a lot of things that could inspire your creative juices on the PC side (although too many arbitrary/unneeded options was eventually part of the [-]). DMing was very easy, you just needed to know the number and what worked at your level and you could make -anything- work out and make it up on the fly. When you used it for what it was meant to do, it did it so very well, and very easily. [/QUOTE]
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