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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="kigmatzomat" data-source="post: 9201513" data-attributes="member: 9254"><p>I will preface this by saying I wasn't a 4e fan but not because I thought it was a bad game. I thought it was a well executed set of mechanics that were too far from what our groups expected from the d&d brand.</p><p></p><p>Things I really liked:</p><ul> <li data-xf-list-type="ul">monster classifications were an excellent tool for teaching new GMs. An ogre can go from solo to elite to minion, brute to soldier. Roles help design encounters.</li> <li data-xf-list-type="ul">Leader powers were a solid way to boost NPCs but also let PCs debuff them.</li> <li data-xf-list-type="ul">minions - "1hp Mooks" were a great idea to make an encounter more complex without adding much GM book keeping</li> <li data-xf-list-type="ul">ritual caster - I was happy a form of it survived to 5e and irate when 5.5 proposed nerfing it almost entirely</li> <li data-xf-list-type="ul">I like systems where grid/battlemat play is the default.</li> </ul></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9201513, member: 9254"] I will preface this by saying I wasn't a 4e fan but not because I thought it was a bad game. I thought it was a well executed set of mechanics that were too far from what our groups expected from the d&d brand. Things I really liked: [LIST] [*]monster classifications were an excellent tool for teaching new GMs. An ogre can go from solo to elite to minion, brute to soldier. Roles help design encounters. [*]Leader powers were a solid way to boost NPCs but also let PCs debuff them. [*]minions - "1hp Mooks" were a great idea to make an encounter more complex without adding much GM book keeping [*]ritual caster - I was happy a form of it survived to 5e and irate when 5.5 proposed nerfing it almost entirely [*]I like systems where grid/battlemat play is the default. [/LIST] [/QUOTE]
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Let's Talk About 4E On Its Own Terms [+]
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