JeffB
Legend
Let's cool the Internet slapfight, please.
Do what I do. Imagine the parties involved are both talking in a Sheldon Cooper voice.
Seriously.
I started doing it a couple months ago, and it makes navigating ENworld much easier and fun.
Let's cool the Internet slapfight, please.
Another thing I noticed in 4e that 5e needs to avoid: healing doesn't matter. Dropping to negatives in 4e isn't scary, especially not when the healer is nearby and he can set you up with a healing surge as a minor action and get you in the game.
As to people talking about the bard's healing: the player was an Essentials bard, and the way the healing power works is that the bard can spend a minor action to let another player spend a healing surge as a minor action. At least, that's how it's described on the character sheet, which seems pretty weak compared to the ardent's abilities. (Perhaps they made a mistake?)
]In practice this means that the average damage output from a rogue with combat advantage will be almost twice that of a rogue without, so a rogue in skilled hands will be attempting to gain sneak attack every turn.
Various things..
Sure I'll do that, if you accept that maybe, just maybe your experiences aren't the only ones that exist and may not even be the majority of experiences that happen with new players. See how that goes?
I find it hilarious that a DM would have as much difficulty as you seem to describe in helping the players at his table.
Okay, first... I totally accept that for some DM's it is easy for them to monitor over 20 powers spread out amongst 5 different players while also running their monsters and the general game as well. Now, how about you cool it with the thinly veiled insults.
I've DM'd 4e and I've played under good DM's with 4e... Which, contrary to your inferences, has nothing whatsoever to do with whether a single DM would have an "easy" time teaching 5 new players 4e while running the game. I've tried to be civil with you and I'd appreciate it if you would return the favor. I've stated the reasons it was hard, but you've stated nothing to back up your own assertions of it being easy, all you do is repeat the same thing, "It's easy", over and over again... repetition doesn't make it so. How about you give us an example where you ran a game and had five totally new players who needed help running their characters and show us how you were able to help them and keep the game going smoothly?
When I last ran a 4E game, I spent around an hour with each player helping them to create their character. We did this around the table so that each player knew what each other character was capable of. It was a lot of work to do this. It's very hard to explain how to play a character effectively when combat circumstances can vary wildly and it really takes at least 1-2 combats minimum just to get the basic mechanics (actions in a turn, saving throws, forced movement and so on) into everyone's heads. You've got to admit, at the very least, it would make life easier if each character started with only one at-will power? That means their basic option is clear and laid out for them - there is something they can do by default that won't require a tactical choice. Give them tactical choices once they understand the game!
Something else while I'm thinking of it: it's not wrong to have powers that do the same thing. While unique mechanics are desireable, I don't really see what is wrong with giving the bard, ardent, and cleric the same healing power. Isn't the ability to spend a healing surge with a bonus good enough? I feel that a lot of 4e could be streamlined by eliminating the minor effects.
Mmm yes, that's what we need more of in introductory roleplaying games, average damage output! That'll hook 'em!![]()
My opinion on this is that each class should have 2-3 "special" mechanics, and anything beyond that point needs to not exist. To go back to my thri-kreen, I would have had to track:
• Basic attacks.
• At-will powers, including a reaction, a special ranged attack, and a marking system.
• Attacks of opportunity.
• Several encounter powers, one of which can only be used when rolling initiative.
• Power points.
• Racial abilities.
• Action points.
Too much.