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My 3 quibbles with 4e
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<blockquote data-quote="Mort" data-source="post: 4715711" data-attributes="member: 762"><p>I've noticed that most of the stuff I disliked about 3e has been fixed to my satisfaction - the three things you mention haven't been a problem in my group (with the exception of the last one at first).</p><p></p><p></p><p></p><p>The problem in prior editions is that some classes got "special powers" and some didn't - this led to the ones that did completely dominating as levels went higher. As important, it's fairly lopsided when one character can look at his sheet and have many options for any given situation and another character usually have 1 one option (I hit it).</p><p></p><p>With power cards (printed the character builder) keeping track of powers has been pretty easy. With the DM screen and simple paper, keeping track of conditions has been simple - my group went through high level 3e play (through epic) compared to that 4e record keeping is child's play.</p><p></p><p></p><p></p><p></p><p></p><p>I'm putting my group through the Scales of War adventure path - and there are some tough fights in there. Heck the 2nd fight of the 1st adventure is a TPK waiting to happen if the group is not careful. That said it's not often as immediately lethal as 3.5 (where by high levels save or die is common place). To me this is a good thing, I absolutely hated how ridiculously short and lethal high level 3e could be, there are games where short and lethal is appropriate but I don't think this should be it.</p><p>As for what can be done? As always, put in encounters that challenge the players - this sounds quaint but I haven't found it to be too hard, and it works.</p><p></p><p></p><p></p><p>I have noticed this as well. One thing: don't be afraid to artificially speed up combat by having monsters drop early- If you know how the combat is playing out no need to drag it.</p></blockquote><p></p>
[QUOTE="Mort, post: 4715711, member: 762"] I've noticed that most of the stuff I disliked about 3e has been fixed to my satisfaction - the three things you mention haven't been a problem in my group (with the exception of the last one at first). The problem in prior editions is that some classes got "special powers" and some didn't - this led to the ones that did completely dominating as levels went higher. As important, it's fairly lopsided when one character can look at his sheet and have many options for any given situation and another character usually have 1 one option (I hit it). With power cards (printed the character builder) keeping track of powers has been pretty easy. With the DM screen and simple paper, keeping track of conditions has been simple - my group went through high level 3e play (through epic) compared to that 4e record keeping is child's play. I'm putting my group through the Scales of War adventure path - and there are some tough fights in there. Heck the 2nd fight of the 1st adventure is a TPK waiting to happen if the group is not careful. That said it's not often as immediately lethal as 3.5 (where by high levels save or die is common place). To me this is a good thing, I absolutely hated how ridiculously short and lethal high level 3e could be, there are games where short and lethal is appropriate but I don't think this should be it. As for what can be done? As always, put in encounters that challenge the players - this sounds quaint but I haven't found it to be too hard, and it works. I have noticed this as well. One thing: don't be afraid to artificially speed up combat by having monsters drop early- If you know how the combat is playing out no need to drag it. [/QUOTE]
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My 3 quibbles with 4e
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