tomBitonti
Hero
But but but ...
I'm having an issue with Mike's list, as it seems disingenuous.
4E added these core principles:
* decoherence of description and effect;
* reliance on a combat grid;
* reduction of effects to a simplified grammar (damage, shift, a few states);
* universal class design (all classes have at-will, encounter, and dailies);
* much modified fire-and-forget (a wizards spells are hardly the same as a daily or encounter power);
* use of healing surges as a measure of health
(The point on relying on a combat grid is true for 3E, too.)
Not meaning to pick a fight, but those are core principles of 4E, and define the 4E game as much as Mike's list.
Thx!
TomB
I'm having an issue with Mike's list, as it seems disingenuous.
4E added these core principles:
* decoherence of description and effect;
* reliance on a combat grid;
* reduction of effects to a simplified grammar (damage, shift, a few states);
* universal class design (all classes have at-will, encounter, and dailies);
* much modified fire-and-forget (a wizards spells are hardly the same as a daily or encounter power);
* use of healing surges as a measure of health
(The point on relying on a combat grid is true for 3E, too.)
Not meaning to pick a fight, but those are core principles of 4E, and define the 4E game as much as Mike's list.
Thx!
TomB
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