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Major Changes from 2008 to Today?
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<blockquote data-quote="Truename" data-source="post: 5354255" data-attributes="member: 78255"><p>All the <em>sturm und drang</em> over Essentials got me thinking: what exactly are the major changes to 4e since it came out? I'm not talking about minor changes that only affect certain builds (like power errata) or additional options (like backgrounds, themes, racial stats, or Essentials classes), but significant changes to the core rules that affected existing characters and adventures.</p><p></p><p>This is what I can think of. What else has changed?</p><p></p><ul> <li data-xf-list-type="ul"><strong>Skill DCs.</strong> From too hard, to too easy, and now finally to "just right" in the Rules Compendium, the DCs have bounced all over the place. The funny thing is, it seems like a fairly simple problem that just didn't get the love it needed from the beginning.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Stealth and Hidden.</strong> Hoo boy, did that start badly. Especially since the Rogue relies so heavily on combat advantage and didn't have many other options for getting it when 4e came out.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Conditions.</strong> Mostly rules clean up, but I still make a point of having the errata'd conditions at the table.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Monster Math.</strong> Like skill DCs, grindy and boring monsters is another core math issue that took a long time for WotC work out. Unlike the skill DCs, we're now left with a legacy of monsters that range from awesome to ineffectual in the same level. I hope they errata or at least retire the broken ones.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Treasure Rarity and Magic Item Dailies.</strong> The limit on magic item dailies has been replaced by the new treasure rarity system. Unlike the other items on this list, this seems less like a rules fix and more like an aesthetic choice. The previous way wasn't broken, just fiddly and gamist.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Skill Challenges. </strong>Yet another math issue. The initial published version of skill challenges allowed for variable numbers of failures. Then they switched to a constant "three strikes and you're out" system. In the Rules Compendium, they add the concept of "advantages" for higher-complexity challenges and provide specific difficulty level guidance. This latter concept was arguably part of published skill challenges all along, but now it looks like the math has been formalized.</li> </ul><p> Given all the complaints about updates and half editions, there must be more that's changed than this. What am I missing?</p><p></p><p>PS: Please don't turn this into another essentialdition war.</p></blockquote><p></p>
[QUOTE="Truename, post: 5354255, member: 78255"] All the [I]sturm und drang[/I] over Essentials got me thinking: what exactly are the major changes to 4e since it came out? I'm not talking about minor changes that only affect certain builds (like power errata) or additional options (like backgrounds, themes, racial stats, or Essentials classes), but significant changes to the core rules that affected existing characters and adventures. This is what I can think of. What else has changed? [LIST] [*][B]Skill DCs.[/B] From too hard, to too easy, and now finally to "just right" in the Rules Compendium, the DCs have bounced all over the place. The funny thing is, it seems like a fairly simple problem that just didn't get the love it needed from the beginning. [/LIST] [LIST] [*][B]Stealth and Hidden.[/B] Hoo boy, did that start badly. Especially since the Rogue relies so heavily on combat advantage and didn't have many other options for getting it when 4e came out. [/LIST] [LIST] [*][B]Conditions.[/B] Mostly rules clean up, but I still make a point of having the errata'd conditions at the table. [/LIST] [LIST] [*][B]Monster Math.[/B] Like skill DCs, grindy and boring monsters is another core math issue that took a long time for WotC work out. Unlike the skill DCs, we're now left with a legacy of monsters that range from awesome to ineffectual in the same level. I hope they errata or at least retire the broken ones. [/LIST] [LIST] [*][B]Treasure Rarity and Magic Item Dailies.[/B] The limit on magic item dailies has been replaced by the new treasure rarity system. Unlike the other items on this list, this seems less like a rules fix and more like an aesthetic choice. The previous way wasn't broken, just fiddly and gamist. [/LIST] [LIST] [*][B]Skill Challenges. [/B]Yet another math issue. The initial published version of skill challenges allowed for variable numbers of failures. Then they switched to a constant "three strikes and you're out" system. In the Rules Compendium, they add the concept of "advantages" for higher-complexity challenges and provide specific difficulty level guidance. This latter concept was arguably part of published skill challenges all along, but now it looks like the math has been formalized. [/LIST] Given all the complaints about updates and half editions, there must be more that's changed than this. What am I missing? PS: Please don't turn this into another essentialdition war. [/QUOTE]
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