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My first proper 4E game - Our reaction.
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<blockquote data-quote="The Ghost" data-source="post: 4314081" data-attributes="member: 60281"><p><strong>Our first session.</strong></p><p></p><p>I played my first session of 4.0 over the weekend. </p><p></p><p>Our opinions before we started were - five guys - two who are interested - two who just want to play - one who hates the concept.</p><p></p><p>Roles - Not too much concern here; we have never really payed attention to class roles before. We always made characters that we wanted to play and the DM would build a game around them.</p><p></p><p>Multiclassing - Universally hated by my group. It felt like we were not able to play a lot of the character concepts that we used to. My 3.5 Cleric/Rogue, for example, doesn't translate well into 4.0.</p><p></p><p>Races - No one wanted to play a Dragonborn or Tiefling. Each other race felt good though.</p><p></p><p>Classes & Powers - Most of the classes were fairly well received. Fighters felt more powerful, Paladins and Warlords were very flavorful. Only the wizard felt wrong. He seemed fairly limited in scope. All five level one at wills were damage spells? Only one of fourteen level one spells did something other than damage? This did not go over very well with any of us as we all love our illusions and enchantments!</p><p></p><p>Chargen - Much easier than 3.5. The only stumbling block we had was remembering to take the better ability modifier for defense saves. </p><p></p><p>Combat - Quick; lots of movement around the field. The big problem we faced here was not having a battle grid. We have a lot of Warhammer terrain that we use for gaming; trying to figure out if something is within a burst two or three was a little cumbersome. We have some templates made already to help out in the future if we go with 4.0.</p><p></p><p>HPs - We had been scaling up hit points in 3.5 for a while now. This seems like a natural evolution.</p><p></p><p>Skill use - We were a little nervous about them in the beginning, but, after playing for a while, they worked out pretty nicely.</p><p></p><p>Conditions & Saving Throws - Very much liked by the group. </p><p></p><p>Squares and 1-move diagonals - Squares were annoying. Diagonal movement has always been done by a ruler for us.</p><p></p><p>Minis - We have always used them so this was no different.</p><p></p><p>Minions - I loved them. As did the rest of the group.</p><p></p><p>Alignments - It seems odd to see lawful used to modify good but not evil and chaotic modify evil but not good. We would have rather they kept the old system or done away with it entirely.</p><p></p><p>Play in general - Overall it was a fun game. I don't know that it is the "right" game for our group though. At the end of the night three out of five of us would be willing to give it another go - the other two would rather just stick with 3.5.</p></blockquote><p></p>
[QUOTE="The Ghost, post: 4314081, member: 60281"] [b]Our first session.[/b] I played my first session of 4.0 over the weekend. Our opinions before we started were - five guys - two who are interested - two who just want to play - one who hates the concept. Roles - Not too much concern here; we have never really payed attention to class roles before. We always made characters that we wanted to play and the DM would build a game around them. Multiclassing - Universally hated by my group. It felt like we were not able to play a lot of the character concepts that we used to. My 3.5 Cleric/Rogue, for example, doesn't translate well into 4.0. Races - No one wanted to play a Dragonborn or Tiefling. Each other race felt good though. Classes & Powers - Most of the classes were fairly well received. Fighters felt more powerful, Paladins and Warlords were very flavorful. Only the wizard felt wrong. He seemed fairly limited in scope. All five level one at wills were damage spells? Only one of fourteen level one spells did something other than damage? This did not go over very well with any of us as we all love our illusions and enchantments! Chargen - Much easier than 3.5. The only stumbling block we had was remembering to take the better ability modifier for defense saves. Combat - Quick; lots of movement around the field. The big problem we faced here was not having a battle grid. We have a lot of Warhammer terrain that we use for gaming; trying to figure out if something is within a burst two or three was a little cumbersome. We have some templates made already to help out in the future if we go with 4.0. HPs - We had been scaling up hit points in 3.5 for a while now. This seems like a natural evolution. Skill use - We were a little nervous about them in the beginning, but, after playing for a while, they worked out pretty nicely. Conditions & Saving Throws - Very much liked by the group. Squares and 1-move diagonals - Squares were annoying. Diagonal movement has always been done by a ruler for us. Minis - We have always used them so this was no different. Minions - I loved them. As did the rest of the group. Alignments - It seems odd to see lawful used to modify good but not evil and chaotic modify evil but not good. We would have rather they kept the old system or done away with it entirely. Play in general - Overall it was a fun game. I don't know that it is the "right" game for our group though. At the end of the night three out of five of us would be willing to give it another go - the other two would rather just stick with 3.5. [/QUOTE]
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