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I think lutecius' short list covers a lot of the topic. The biggest I believe is the first point: I find it a bit ironic that for a system in previews that claimed to have gotten rid of 80% of Vancian (daily spell slot) magic for spellcasters--and I suppose 4E has, indeed, gotten rid of 80% of it for them--has now just grafted a dab of "spell" slots onto every class. In many ways Vancian slots are thriving more than ever (at least in the breadth of their application).

Although I'd admit that spell slot magic throughout the editions has sort of made sense (the magic energies wipe the spell from the caster's brain or whatever), a per day combat maneuver just makes no sense at all. I'd like to use that word (the v-word), but I guess I'll just say that per day combat maneuvers don't pass the roleplaying stink test.

Sure, it passes the "jail-is-located-in-this-corner-of-the-monopoly-board-just-because" sort of boardgame test (i.e. all of 4E's classes have per day slots and so it "makes sense"), but it doesn't inspire my roleplaying of a fighter.

P.S. Two-weapon fighting for non-rangers granting only +1 damage has sort of a whiff about it. <sniff>, <sniff>...yep, you definitely step on something when you try to go there...
 

lutecius said:
:1: combat moves that can be executed only once per encounter/day, no matter what.

:2: powers that affect every target, no matter the type or circumstance. eg sliding an opponent much bigger than the character, or charms and illusions affecting mindless opponents.

:3: effects triggered by a successful hit (lots of them) but seem completely unrelated (teleport, healing allies) to a physical blow..
Yep, I think that list is mostly it. I'd probably add hit points and healing, because the name is at odds what it actually is. A simple rename would be all to "fix" this.

Well, they are not really a problem for me. But it has been shown time and again that it's one for others. I think basically everyone has just to make a slight "training" in this, and have no problem over it. But this requires the will to do so ("I'd love to try out this new shiny game", "Interesting, i wonder how this works"), or at least a reason to do so ("Aargh, I don't want to play my current game that much any more..." or "DM says, we play this now")
 

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