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<blockquote data-quote="Scribble" data-source="post: 4233452" data-attributes="member: 23977"><p>For me that "freedom" that 3e gave was a blessing and a curse. Sure, for those that had the time, you could do a TON of stuff with it... But for DM's like me that barely have enough time to play the game let alone prep it?</p><p></p><p>I just don't have the time to dig through 20+ feet of gaming material to find that feat or power or spell I need, let alone time to apply the template and do the math to check to make sure it didn't skew the CR too much... My games tended to be a bunch of ad-hok monsters, and flubbing at the table when I realized the CR was off... </p><p></p><p>Things I find give me "freedom" in 4e:</p><p></p><p>1. Special powers, Feats and spells have been rolled into one or two things for Monsters. Changing the monster's abilities will be quicker/simpler. Find one that is relaitvely similar swap it out, GO. Really it's the fact that they also don't stack or rely on other abilities that helps the most.</p><p></p><p>2. Changing a monster's power level is easy. So that means I'll do it by the rules more often, and not have to flub to make up for not ad-hoking correctly.</p><p></p><p>3. WOTC has done the work for a lot of the things I wish I had the time for in 3e. (Different power levels, trimming the powers down to usable ones, etc...)</p><p></p><p>4. Monsters now have race + class which is consistent with the rest of the game, which really does change things for me. It makes things work smoother in my eyes.</p><p></p><p>True, it won't have as many options at start as 3e had. It will just be easier for me to make use of the ones it has now, and the ones it will have in the future then 3e ever was. (And if I can't make use of them, then they just sit there mocking me!)</p></blockquote><p></p>
[QUOTE="Scribble, post: 4233452, member: 23977"] For me that "freedom" that 3e gave was a blessing and a curse. Sure, for those that had the time, you could do a TON of stuff with it... But for DM's like me that barely have enough time to play the game let alone prep it? I just don't have the time to dig through 20+ feet of gaming material to find that feat or power or spell I need, let alone time to apply the template and do the math to check to make sure it didn't skew the CR too much... My games tended to be a bunch of ad-hok monsters, and flubbing at the table when I realized the CR was off... Things I find give me "freedom" in 4e: 1. Special powers, Feats and spells have been rolled into one or two things for Monsters. Changing the monster's abilities will be quicker/simpler. Find one that is relaitvely similar swap it out, GO. Really it's the fact that they also don't stack or rely on other abilities that helps the most. 2. Changing a monster's power level is easy. So that means I'll do it by the rules more often, and not have to flub to make up for not ad-hoking correctly. 3. WOTC has done the work for a lot of the things I wish I had the time for in 3e. (Different power levels, trimming the powers down to usable ones, etc...) 4. Monsters now have race + class which is consistent with the rest of the game, which really does change things for me. It makes things work smoother in my eyes. True, it won't have as many options at start as 3e had. It will just be easier for me to make use of the ones it has now, and the ones it will have in the future then 3e ever was. (And if I can't make use of them, then they just sit there mocking me!) [/QUOTE]
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