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On homogeneity, or how I finally got past the people talking past each other part
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<blockquote data-quote="C_M2008" data-source="post: 4926297" data-attributes="member: 65375"><p>I'm not sure where/how to jump in here so I'm just going to state some criticisms and likes I have about 4e(and a bit about 3e), I generally like 4e if that's relevant at all.</p><p> </p><p> </p><p><u>Criticisms:</u></p><p>50/50 save mechanic-seems arbitrary. Sustain standard effects and until end of next turn or start of next turn effects would have worked just as well IMO.</p><p> </p><p>combat is way too slow (both 3e & 4e).</p><p> </p><p>messy multiclassing (both: one is too little, the other is too much).</p><p> </p><p>Temp HP - annoying to track and being reusable at will can make some PCs too hard to take down.</p><p> </p><p>Character creation is very samey:same process for each character even if you focus on different minutia.</p><p> </p><p>lack of non-combat powers: I realize utilities are meant to fill this gap, but too many levels contain necessary combat orientated ones that you can't afford to grab the juicy non-combat ones. Ideally powers that can be used either way or do two things-Maybe "Ardourous Fire" does some ok fire damage to a single target if used that way but can be also used to "ignite the fires of passion" within someone and give you a bonus to RP(diplomacy?) with that person as an example.</p><p> </p><p>Skill challenges: they don't work and feel like a mini-game, but I didn't like diplomacy/talky dice rolls in 3e either.</p><p> </p><p>Too many powers (spells in 3e, 2e): I don't want to keep track of 10+ powers and abilities every fight (or RP), yes managing them can be a fun mini-game, but storing cards and referencing books and the table space it consumes aren't worth it. A few different powers with various add-ons to change or manipulate them to do different things (a single target attack spell could have various range, extra target and keyword modifications available). Ideally the only powers would be at-will and you'd come up with cool uses, obviously a different resource metric would be required. (3e power point/psionics system might work for this)</p><p> </p><p>Not enough static conditional abilities: the action surge triggers for paragon paths are awesome and add nice flavour and definition to several classes/PPs. More situational abilities(triggering on things other than APs - conditions, positioning, situations would work)</p><p> </p><p><u>Likes:</u></p><p>Balanced, leveled playing field</p><p> </p><p>Death saves/negative HP/death mechanic - has <strong>increased</strong> lethality of games to what I consider the "sweet spot".</p><p> </p><p>Healing surges/second wind - every class being able to heal a little bit makes walking band-aids (the boringist job in D&D) less necessary and makes being a "leader" more enjoyable</p><p> </p><p>Variety of cool moves for melee combat classes - long overdue</p><p> </p><p>Loss of save or die/suck - arbitrarily being killed based on one die roll is not fun(it may be "realistic", but it sucks).</p><p> </p><p>Unified AC/defense/to hit system (well done in 3e and ported nicely to 4e)</p><p> </p><p>Conditions - Like the implementation, easy to follow and use</p><p> </p><p>Diseases - simple but flavourful mechanic</p><p> </p><p>Action Points(3e & 4e): I liked the 3e version (which is now the deva racial power) and also like the 4e version of extra actions. </p><p> </p><p>As stated above conditional abilities are cool.</p><p> </p><p>Quick DM prep time: more time for stories and intrique less for preping combats.</p><p> </p><p>Page 42: many people were doing this already, but still a useful tool.</p><p> </p><p><u>Fixes:</u></p><p>I think I'm basically throwing 3e, 4e and Hero system in a blender at this point........not sure how to get what I want.........</p><p> </p><p>Any advice or comments would be awesome.</p></blockquote><p></p>
[QUOTE="C_M2008, post: 4926297, member: 65375"] I'm not sure where/how to jump in here so I'm just going to state some criticisms and likes I have about 4e(and a bit about 3e), I generally like 4e if that's relevant at all. [U]Criticisms:[/U] 50/50 save mechanic-seems arbitrary. Sustain standard effects and until end of next turn or start of next turn effects would have worked just as well IMO. combat is way too slow (both 3e & 4e). messy multiclassing (both: one is too little, the other is too much). Temp HP - annoying to track and being reusable at will can make some PCs too hard to take down. Character creation is very samey:same process for each character even if you focus on different minutia. lack of non-combat powers: I realize utilities are meant to fill this gap, but too many levels contain necessary combat orientated ones that you can't afford to grab the juicy non-combat ones. Ideally powers that can be used either way or do two things-Maybe "Ardourous Fire" does some ok fire damage to a single target if used that way but can be also used to "ignite the fires of passion" within someone and give you a bonus to RP(diplomacy?) with that person as an example. Skill challenges: they don't work and feel like a mini-game, but I didn't like diplomacy/talky dice rolls in 3e either. Too many powers (spells in 3e, 2e): I don't want to keep track of 10+ powers and abilities every fight (or RP), yes managing them can be a fun mini-game, but storing cards and referencing books and the table space it consumes aren't worth it. A few different powers with various add-ons to change or manipulate them to do different things (a single target attack spell could have various range, extra target and keyword modifications available). Ideally the only powers would be at-will and you'd come up with cool uses, obviously a different resource metric would be required. (3e power point/psionics system might work for this) Not enough static conditional abilities: the action surge triggers for paragon paths are awesome and add nice flavour and definition to several classes/PPs. More situational abilities(triggering on things other than APs - conditions, positioning, situations would work) [U]Likes:[/U] Balanced, leveled playing field Death saves/negative HP/death mechanic - has [B]increased[/B] lethality of games to what I consider the "sweet spot". Healing surges/second wind - every class being able to heal a little bit makes walking band-aids (the boringist job in D&D) less necessary and makes being a "leader" more enjoyable Variety of cool moves for melee combat classes - long overdue Loss of save or die/suck - arbitrarily being killed based on one die roll is not fun(it may be "realistic", but it sucks). Unified AC/defense/to hit system (well done in 3e and ported nicely to 4e) Conditions - Like the implementation, easy to follow and use Diseases - simple but flavourful mechanic Action Points(3e & 4e): I liked the 3e version (which is now the deva racial power) and also like the 4e version of extra actions. As stated above conditional abilities are cool. Quick DM prep time: more time for stories and intrique less for preping combats. Page 42: many people were doing this already, but still a useful tool. [U]Fixes:[/U] I think I'm basically throwing 3e, 4e and Hero system in a blender at this point........not sure how to get what I want......... Any advice or comments would be awesome. [/QUOTE]
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