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<blockquote data-quote="Campbell" data-source="post: 6105120" data-attributes="member: 16586"><p>This is the first time I could see the ability to drift Next to a more scene based paradigm. I enjoyed seeing the cinematic hit point option (recover all if < bloodied,recover to bloodied < bloodied) coupled with swift cure spells. In general I applaud the swift spell and concentration mechanic. I really like the concentration mechanic - a lot. It's a nice limiter on spell casters dramatically shaping each individual encounter. I'm also a big fan of the fact that Paladins are supernatural from day one. Not so sure about rangers - digging favored enemy though.</p><p></p><p><eats socks></p><p></p><p>That being said there's still a lot that I want to see.</p><p></p><ul> <li data-xf-list-type="ul">I'd really like to see stronger attention paid to theme in monsters. </li> <li data-xf-list-type="ul">In general I want more interesting monsters and advice on which monsters fit together. </li> <li data-xf-list-type="ul">I want strong encounter building advice. I want inspirational healing. </li> <li data-xf-list-type="ul">I kind of think the paladin is occupying too much conceptual space and it shows particularly in the blackguard who receives some fairly non-thematic abilities. </li> <li data-xf-list-type="ul">I want to see some adventures that embrace a more mythic approach.</li> <li data-xf-list-type="ul">I want some narrative rules options - placed on the same level as the exploration rules. It's really important to me that the mode of play I enjoy not be treated as 2nd class.</li> <li data-xf-list-type="ul">I do not like every round trip. Still it's placed in an optional rules element.</li> <li data-xf-list-type="ul">I am not a fan of the generic gods that don't really stand for anything.</li> <li data-xf-list-type="ul">I want to see support given to the 4e implied setting.</li> <li data-xf-list-type="ul">I need to see an indication that they have a commitment to strong graphic design.</li> </ul><p></p><p></p><p>I know. I want a lot. WotC is competing with 13th Age, Fate Core and Exalted 3e. Sorry for the long rambly post.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6105120, member: 16586"] This is the first time I could see the ability to drift Next to a more scene based paradigm. I enjoyed seeing the cinematic hit point option (recover all if < bloodied,recover to bloodied < bloodied) coupled with swift cure spells. In general I applaud the swift spell and concentration mechanic. I really like the concentration mechanic - a lot. It's a nice limiter on spell casters dramatically shaping each individual encounter. I'm also a big fan of the fact that Paladins are supernatural from day one. Not so sure about rangers - digging favored enemy though. <eats socks> That being said there's still a lot that I want to see. [LIST] [*]I'd really like to see stronger attention paid to theme in monsters. [*]In general I want more interesting monsters and advice on which monsters fit together. [*]I want strong encounter building advice. I want inspirational healing. [*]I kind of think the paladin is occupying too much conceptual space and it shows particularly in the blackguard who receives some fairly non-thematic abilities. [*]I want to see some adventures that embrace a more mythic approach. [*]I want some narrative rules options - placed on the same level as the exploration rules. It's really important to me that the mode of play I enjoy not be treated as 2nd class. [*]I do not like every round trip. Still it's placed in an optional rules element. [*]I am not a fan of the generic gods that don't really stand for anything. [*]I want to see support given to the 4e implied setting. [*]I need to see an indication that they have a commitment to strong graphic design. [/LIST] I know. I want a lot. WotC is competing with 13th Age, Fate Core and Exalted 3e. Sorry for the long rambly post. [/QUOTE]
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