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<blockquote data-quote="Darrin Drader" data-source="post: 4076348" data-attributes="member: 7394"><p>I'll go into what my specific sticking points are in a moment, but I would like to address classes being similar. The fact is that you can do a lot of different character concepts without having a lot of character classes. Don't believe it? Try True20, where they have a total of three classes and some settings exclude one of those classes entirely (the adept). If you were to completely remove class abilities and replace them with feats/abilities that anyone can take, you are given the ultimate freedom to make whatever character you want. In fact, with True20, you could run a Modern game just fine with a party full of Experts.</p><p></p><p>One area where I'm definitely in the pro-4E category is making all character classes useful in all encounters with the abilities per encounter/day. I think that's a good call since it should eliminate all the encounters where the wizard is counting the bricks on the floor since he can't do anything meaningful in combat once his one spell is shot. Streamlining play is a good thing. Eliminating pointless iterative attacks is good. Eliminating a lot of pointless number crunching is also good. Greatly reducing prep time goes beyond good and way into the great category.</p><p></p><p>So my hangups with 4E are the following: Making Dragonborne and Tieflings core while ditching the gnome and half orc. OK, so I'm not that big of a gnome fan, but I do think Half-orcs should be in the first core book. I also think changing the height of the classic core races is change that seems like its purely for the sake of change, nevermind that using it breaks the continuity in a person's game world.</p><p></p><p>Mechanically, things like healing surge worry me. I'm not saying that every party should be forced to have a cleric whether they want one or not. I have read the rationalization for them and that sets my mind at ease somewhat, but I worry that fighters and other traditionally non-magical classes will start acting more like magic classes. I'm not sure I understand what they mean when they refer to power sources. Give me some examples or show me where they're posted so I can get a better idea how this doesn't change the flavor of the game. </p><p></p><p>Diagonal movement is another one of those things that just seems to break the verisimilitude of the game. Sure monsters can have the same advantage, but this just seems to remove the attempt at simulating realism in the game.</p><p></p><p>If casting is no longer Vancian, how does this work now? You still pick your spells. Do most of them just count as once per day? If so, how is that different from what we have now?</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4076348, member: 7394"] I'll go into what my specific sticking points are in a moment, but I would like to address classes being similar. The fact is that you can do a lot of different character concepts without having a lot of character classes. Don't believe it? Try True20, where they have a total of three classes and some settings exclude one of those classes entirely (the adept). If you were to completely remove class abilities and replace them with feats/abilities that anyone can take, you are given the ultimate freedom to make whatever character you want. In fact, with True20, you could run a Modern game just fine with a party full of Experts. One area where I'm definitely in the pro-4E category is making all character classes useful in all encounters with the abilities per encounter/day. I think that's a good call since it should eliminate all the encounters where the wizard is counting the bricks on the floor since he can't do anything meaningful in combat once his one spell is shot. Streamlining play is a good thing. Eliminating pointless iterative attacks is good. Eliminating a lot of pointless number crunching is also good. Greatly reducing prep time goes beyond good and way into the great category. So my hangups with 4E are the following: Making Dragonborne and Tieflings core while ditching the gnome and half orc. OK, so I'm not that big of a gnome fan, but I do think Half-orcs should be in the first core book. I also think changing the height of the classic core races is change that seems like its purely for the sake of change, nevermind that using it breaks the continuity in a person's game world. Mechanically, things like healing surge worry me. I'm not saying that every party should be forced to have a cleric whether they want one or not. I have read the rationalization for them and that sets my mind at ease somewhat, but I worry that fighters and other traditionally non-magical classes will start acting more like magic classes. I'm not sure I understand what they mean when they refer to power sources. Give me some examples or show me where they're posted so I can get a better idea how this doesn't change the flavor of the game. Diagonal movement is another one of those things that just seems to break the verisimilitude of the game. Sure monsters can have the same advantage, but this just seems to remove the attempt at simulating realism in the game. If casting is no longer Vancian, how does this work now? You still pick your spells. Do most of them just count as once per day? If so, how is that different from what we have now? [/QUOTE]
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