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<blockquote data-quote="Argyle King" data-source="post: 5694734" data-attributes="member: 58416"><p>I'd hardly say all of the 4E issues are of that variety; I'd say a large portion, but not all. I have issues with the 4E skill system as well. In many instances, I find it to be fine. However, when there are times that it doesn't seem to work (or fit) for something I want to do, it really comes off as lacking. In that regard, I suppose my opinion about 4E is that it's very binary and/or hit & miss. When things work, they work great; when something breaks down, it breaks down rather severely. </p><p></p><p>I'll also add that -for a while- it seemed as though the rules were not consistent. I'm not a rules-Nazi, and I'm fine with breaking from the mold, but -as a new 4E DM- I had a lot of confusion about why the monster creation guidelines in the back of the DMG seemed to rarely match up with the numbers presented with the monsters in MM1. I understand the concept that monster creation is as much art as it is science; I understand that one monster may need to do less damage due to having a status effect attached to an attack, but -even considering those things- there were times when the numbers just simply did not add up. There were other times when I started to feel as though the player community and fanbase of the game were more proficient in using the rules and generating satisfying content than the people who were paid to write the books. Some of this has been fixed in newer books, but there are still a few dangling issues. For me personally, it's not that big of a deal to fix them on my own for my table; however, I remember part of the stated appeal of 4E being to be easier for new groups - some of the work needing to be done to achieve a better experience with the system is not easy work for someone new to rpgs.</p><p></p><p>I will also admit that many of the issues I personally have with the system are due to how my ideals about gaming differ from the ideals 4E is built upon. As such, some of the problems I have are non-issues for other people. I play the game, and I enjoy the game, but there are many aspects of the game I wish were more in line with what I wanted out of an rpg experience. Somewhere during the 4E preview they were at a point which I feel was good for me, and then something happened to mutate that into a different experience. When I sit and play 4E, I often see signs that a certain aspect of the game started to be designed in one way, and then for seemingly no reason got shifted into working a different way. As a player, and as someone who wants to like D&D, I ask myself what happened, and where the concepts I liked went.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5694734, member: 58416"] I'd hardly say all of the 4E issues are of that variety; I'd say a large portion, but not all. I have issues with the 4E skill system as well. In many instances, I find it to be fine. However, when there are times that it doesn't seem to work (or fit) for something I want to do, it really comes off as lacking. In that regard, I suppose my opinion about 4E is that it's very binary and/or hit & miss. When things work, they work great; when something breaks down, it breaks down rather severely. I'll also add that -for a while- it seemed as though the rules were not consistent. I'm not a rules-Nazi, and I'm fine with breaking from the mold, but -as a new 4E DM- I had a lot of confusion about why the monster creation guidelines in the back of the DMG seemed to rarely match up with the numbers presented with the monsters in MM1. I understand the concept that monster creation is as much art as it is science; I understand that one monster may need to do less damage due to having a status effect attached to an attack, but -even considering those things- there were times when the numbers just simply did not add up. There were other times when I started to feel as though the player community and fanbase of the game were more proficient in using the rules and generating satisfying content than the people who were paid to write the books. Some of this has been fixed in newer books, but there are still a few dangling issues. For me personally, it's not that big of a deal to fix them on my own for my table; however, I remember part of the stated appeal of 4E being to be easier for new groups - some of the work needing to be done to achieve a better experience with the system is not easy work for someone new to rpgs. I will also admit that many of the issues I personally have with the system are due to how my ideals about gaming differ from the ideals 4E is built upon. As such, some of the problems I have are non-issues for other people. I play the game, and I enjoy the game, but there are many aspects of the game I wish were more in line with what I wanted out of an rpg experience. Somewhere during the 4E preview they were at a point which I feel was good for me, and then something happened to mutate that into a different experience. When I sit and play 4E, I often see signs that a certain aspect of the game started to be designed in one way, and then for seemingly no reason got shifted into working a different way. As a player, and as someone who wants to like D&D, I ask myself what happened, and where the concepts I liked went. [/QUOTE]
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