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<blockquote data-quote="Aehrlon" data-source="post: 5907407" data-attributes="member: 6688640"><p>Hmm, Healing Surges = Shook things Up?? Well it was a change (& one I liked) but for me the real shake up (In 4E) was how your powers had what can arguably be described as "recharge bars". As in some recharge very fast (At Will), some a little slower (Encounter) and some very slow (Daily). It was new & some loved it, some hated it... didn't seem to be many on the fence there. One thing I was not overly fond of was how 4E handled magic items. Not edition war talk; I did enjoy playing 4E, just my opinion on the items.</p><p></p><p>On 2 different types of games (I believe <a href="http://www.enworld.org/forum/members/dragonblade.html" target="_blank">Dragonblade</a> was the original poster) I can see how some think all games fit into the two categories of kick in the door cinematic action OR a gritty game of pseudo-realistic dungeon delving. I suppose a fair amount fit into these categories but certainly not all. ----It has been my experience that a mixture of the two as well as mysterious recurring enemies, cliff-hanger endings, harrowing escapes, etc all make for interesting, entertaining and engaging games. I mean, we play this game primarily for fun. </p><p></p><p>Plots need to twist & turn to stay interesting. Anytime I DMed a game, I always made sure to have an over-riding narrative that involved the players but which also had events which change things from time to time... as well as things that happened behind the scenes that players hear about via rumor or contacts. Also, having a session or two which focused on a specific character, whether it's an element from their background, race, etc but something that makes that game session personal... even if it's a bad thing such as a rival from their past that shows up at a really bad time.</p><p></p><p>I am optimistic about the modular approach that it sounds like D&D Next is trying to make happen. If it's possible to customize a game so that everyone is happy, or even have characters of varying complexity work at the same table, well that would be great! I don't mind complex rules if they don't slow the game down too much. I'm hoping that weapon damage types vs. armor (or certain enemies like Blunt vs Skeletons) is included as an option.</p><p></p><p>Back to the topic that we were on a little while ago (risking some thread necromancy myself) it would be nice to see OPTIONS for recovery of ability damage as well as an option to eliminate it altogether, if desired. Sure, a DM can allow for time to pass if a party has no access to clerical aid or potions that repair ability damage. But options in the game that take care of it would be very cool. Here's a thought: your Strength gets damaged for 5 points... you drink of potion of Bull's Strength and it repairs the damage if you're down those Strength points (Rather than giving you a temporary bonus if you were at full Strength). Just a thought.</p></blockquote><p></p>
[QUOTE="Aehrlon, post: 5907407, member: 6688640"] Hmm, Healing Surges = Shook things Up?? Well it was a change (& one I liked) but for me the real shake up (In 4E) was how your powers had what can arguably be described as "recharge bars". As in some recharge very fast (At Will), some a little slower (Encounter) and some very slow (Daily). It was new & some loved it, some hated it... didn't seem to be many on the fence there. One thing I was not overly fond of was how 4E handled magic items. Not edition war talk; I did enjoy playing 4E, just my opinion on the items. On 2 different types of games (I believe [URL="http://www.enworld.org/forum/members/dragonblade.html"]Dragonblade[/URL] was the original poster) I can see how some think all games fit into the two categories of kick in the door cinematic action OR a gritty game of pseudo-realistic dungeon delving. I suppose a fair amount fit into these categories but certainly not all. ----It has been my experience that a mixture of the two as well as mysterious recurring enemies, cliff-hanger endings, harrowing escapes, etc all make for interesting, entertaining and engaging games. I mean, we play this game primarily for fun. Plots need to twist & turn to stay interesting. Anytime I DMed a game, I always made sure to have an over-riding narrative that involved the players but which also had events which change things from time to time... as well as things that happened behind the scenes that players hear about via rumor or contacts. Also, having a session or two which focused on a specific character, whether it's an element from their background, race, etc but something that makes that game session personal... even if it's a bad thing such as a rival from their past that shows up at a really bad time. I am optimistic about the modular approach that it sounds like D&D Next is trying to make happen. If it's possible to customize a game so that everyone is happy, or even have characters of varying complexity work at the same table, well that would be great! I don't mind complex rules if they don't slow the game down too much. I'm hoping that weapon damage types vs. armor (or certain enemies like Blunt vs Skeletons) is included as an option. Back to the topic that we were on a little while ago (risking some thread necromancy myself) it would be nice to see OPTIONS for recovery of ability damage as well as an option to eliminate it altogether, if desired. Sure, a DM can allow for time to pass if a party has no access to clerical aid or potions that repair ability damage. But options in the game that take care of it would be very cool. Here's a thought: your Strength gets damaged for 5 points... you drink of potion of Bull's Strength and it repairs the damage if you're down those Strength points (Rather than giving you a temporary bonus if you were at full Strength). Just a thought. [/QUOTE]
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