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<blockquote data-quote="Gundark" data-source="post: 3926509" data-attributes="member: 6148"><p>Well I think this comes down to the campaign that you're running/playing in. I mean TRY playing thru the Age of Worms RAW without a cleric or wizard in the party. Whereas there are other published adventures where you can play other healing/arcane classes and be fine.</p><p></p><p>One complaint about about 4e is the whole roles idea. Anyone who thinks they weren't there in 3e is fooling themselves. Admittedly is probably boiled down to the groups play style. If the party wanted to play all rogues hopefully the DM tailored the adventures to match this play style. I'll bet there are a lot of groups out there who don't though.</p><p></p><p></p><p>Here is the things I really appreciate in the new edtion.</p><p></p><p>-Defined roles. This is a key element to introducing new people to the game IMHO. I introduced the game to my Wife's family and as newbs they liked the idea of flipping open the book and looking at the different types of roles they could take. I've tried to introduce new players to rpgs games without classes and the learning curve was definetly higher.</p><p></p><p>- the promise of decreased prep time. I havn't seen how this will work yet, however seeing the 4e stat blocks has me hopeful. IMHO a game session shouldn't take any more than a hour to prep for. What I mean is I should be able to sit down and stat everything needed for the adventure in about an hour. Any more and it starts to drag.</p><p></p><p>- The promise of smoother/faster play. Since I havn't seen the rules it's hard for me to comment, however I'm real hopeful they deliver.</p></blockquote><p></p>
[QUOTE="Gundark, post: 3926509, member: 6148"] Well I think this comes down to the campaign that you're running/playing in. I mean TRY playing thru the Age of Worms RAW without a cleric or wizard in the party. Whereas there are other published adventures where you can play other healing/arcane classes and be fine. One complaint about about 4e is the whole roles idea. Anyone who thinks they weren't there in 3e is fooling themselves. Admittedly is probably boiled down to the groups play style. If the party wanted to play all rogues hopefully the DM tailored the adventures to match this play style. I'll bet there are a lot of groups out there who don't though. Here is the things I really appreciate in the new edtion. -Defined roles. This is a key element to introducing new people to the game IMHO. I introduced the game to my Wife's family and as newbs they liked the idea of flipping open the book and looking at the different types of roles they could take. I've tried to introduce new players to rpgs games without classes and the learning curve was definetly higher. - the promise of decreased prep time. I havn't seen how this will work yet, however seeing the 4e stat blocks has me hopeful. IMHO a game session shouldn't take any more than a hour to prep for. What I mean is I should be able to sit down and stat everything needed for the adventure in about an hour. Any more and it starts to drag. - The promise of smoother/faster play. Since I havn't seen the rules it's hard for me to comment, however I'm real hopeful they deliver. [/QUOTE]
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