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Pramas: Does 4E have staying power?
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<blockquote data-quote="thecasualoblivion" data-source="post: 4576751" data-attributes="member: 59096"><p>Lets compare to games I'm most familiar with:</p><p></p><p>1. Vampire: the Requiem--There are five Vampire clans, and the differences are cosmetic more than anything, combined with five political factions. You have a point buy system to customize characters, but between class, race, abilities, feats, skills, powers, items, and paragon/epic there is more room to customize 4E.</p><p></p><p>2. 3E D&D. In 3E core there are 11 classes to 4E's 8. Both editions have race, class, abilities, skills, feats, powers/spells, items, and Paragon/Epic. lets look at a few:</p><p></p><p>Race--4E has one more race than 3E in the PHB, for what that's worth. 4E's races tend to remain relevant throughout the entire game where 3E's fade away after the first few levels. 4E has racial feats to specialize further in your race. The monster manuals of both editions have monster races, but I would heavily argue that dropping LA and ECL gives 4E more bang for the buck. Advantage: 4E</p><p></p><p>Class--4E has eight classes to 3E's eleven. In terms of choices though, 4E's eight classes all give a substantial amount of options, while in 3E it is split between Bard, Cleric, Druid, Wizard, and Sorcerer getting piles of options and Barbarian, Fighter(core feats do little to nothing--Fighter needs his splats), Monk, Paladin, Ranger and Rogue getting little to no options. In addition, balance issues make many 3E classes(particularly the Monk, but including Bard, Fighter, Paladin and Ranger) unattractive choices in core only. Overall, 3E has incredibly deep options along four paths(Bard, Cleric, Druid, and Wizard/Sorcerer sharing the same path), and six other classes who don't go far beyond "pick a class". 4E on the other hand takes the options available for the Spellcasters and splits them between eight classes. Each class gets less than a 3E spellcasting class, and the options are spread over the entire. In addition, 4E has removed the bad choices, so there is more bang for the buck in the available choices. While there may be less powers/rituals than there were 3E spells, when you remove the stupid choices 4E comes out at least equal. Advantage: Push</p><p></p><p>Multiclassing--3E had the ability to choose any class to gain a level in, but this didn't exactly work well in practice(without prestige classes). Doing anything less than taking full levels in a spellcasting class gimped your character, and in core good results tended to be limited to adding Barbarian, Fighter and to a lesser extent Ranger levels to nonspellcasting classes. In 4E, multiclassing through feats and Paragon Paths doesn't promise as much as 3E did, but it works. Some classes have more synergy with ability scores, but you can make a viable character out of any two of the eight classes in the PHB. Advantage: 4E</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 4576751, member: 59096"] Lets compare to games I'm most familiar with: 1. Vampire: the Requiem--There are five Vampire clans, and the differences are cosmetic more than anything, combined with five political factions. You have a point buy system to customize characters, but between class, race, abilities, feats, skills, powers, items, and paragon/epic there is more room to customize 4E. 2. 3E D&D. In 3E core there are 11 classes to 4E's 8. Both editions have race, class, abilities, skills, feats, powers/spells, items, and Paragon/Epic. lets look at a few: Race--4E has one more race than 3E in the PHB, for what that's worth. 4E's races tend to remain relevant throughout the entire game where 3E's fade away after the first few levels. 4E has racial feats to specialize further in your race. The monster manuals of both editions have monster races, but I would heavily argue that dropping LA and ECL gives 4E more bang for the buck. Advantage: 4E Class--4E has eight classes to 3E's eleven. In terms of choices though, 4E's eight classes all give a substantial amount of options, while in 3E it is split between Bard, Cleric, Druid, Wizard, and Sorcerer getting piles of options and Barbarian, Fighter(core feats do little to nothing--Fighter needs his splats), Monk, Paladin, Ranger and Rogue getting little to no options. In addition, balance issues make many 3E classes(particularly the Monk, but including Bard, Fighter, Paladin and Ranger) unattractive choices in core only. Overall, 3E has incredibly deep options along four paths(Bard, Cleric, Druid, and Wizard/Sorcerer sharing the same path), and six other classes who don't go far beyond "pick a class". 4E on the other hand takes the options available for the Spellcasters and splits them between eight classes. Each class gets less than a 3E spellcasting class, and the options are spread over the entire. In addition, 4E has removed the bad choices, so there is more bang for the buck in the available choices. While there may be less powers/rituals than there were 3E spells, when you remove the stupid choices 4E comes out at least equal. Advantage: Push Multiclassing--3E had the ability to choose any class to gain a level in, but this didn't exactly work well in practice(without prestige classes). Doing anything less than taking full levels in a spellcasting class gimped your character, and in core good results tended to be limited to adding Barbarian, Fighter and to a lesser extent Ranger levels to nonspellcasting classes. In 4E, multiclassing through feats and Paragon Paths doesn't promise as much as 3E did, but it works. Some classes have more synergy with ability scores, but you can make a viable character out of any two of the eight classes in the PHB. Advantage: 4E [/QUOTE]
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