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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Reply if you love 4e
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<blockquote data-quote="Aenghus" data-source="post: 5761967" data-attributes="member: 2656"><p>I like 4e. I've played basic, AD&D, 2nd ed, 3.0 and 3.5 and 4th ed has been the best iteration so far for my needs. </p><p></p><p>In particular</p><p></p><ul> <li data-xf-list-type="ul"> DMing the game is so much easier. Effective encounter design rules, monsters/NPCs not using the same rules as PCs, and NPCs not needing magic items to be effective massively reduces prep time, allowing more time to be spent on plots and NPC personalities.<br /> </li> <li data-xf-list-type="ul"> It's much harder to accidentally make an ineffective PC than in 3rd edition. The power spread of 4e PCs is much smaller.<br /> </li> <li data-xf-list-type="ul"> 4e is very transparent, making it more obvious that certain ideas are less likely to work. I really appreciate the clarity and lessened need for system mastery of a trap-laden set of rules.<br /> </li> <li data-xf-list-type="ul"> Reducing or removing the power disparity between magic using classes and non-magic using classes. Removing or weakening Save or Dies means all classes are playing the same game and reduces the number of anticlimactic. Non-spellcasters can produce impressive effects <br /> </li> <li data-xf-list-type="ul"> At mid to higher levels in earlier editions the transport, utility and divination magic became increasingly important, and was only accessible to spellcasters. In 4e any PC can learn ritual casting for the price of a feat and start teleporting around etc., if they want to. And these powers have generally been reduced in effect, making them less desirable/ broken.<br /> </li> <li data-xf-list-type="ul"> I like the separation of fluff and crunch. I have increasing allowed reskinning of powers in 3e so I don't find the idea strange or threatening.</li> </ul><p></p><p>4e isn't perfect, but I don't expect anything to be perfect.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5761967, member: 2656"] I like 4e. I've played basic, AD&D, 2nd ed, 3.0 and 3.5 and 4th ed has been the best iteration so far for my needs. In particular [LIST] [*] DMing the game is so much easier. Effective encounter design rules, monsters/NPCs not using the same rules as PCs, and NPCs not needing magic items to be effective massively reduces prep time, allowing more time to be spent on plots and NPC personalities. [*] It's much harder to accidentally make an ineffective PC than in 3rd edition. The power spread of 4e PCs is much smaller. [*] 4e is very transparent, making it more obvious that certain ideas are less likely to work. I really appreciate the clarity and lessened need for system mastery of a trap-laden set of rules. [*] Reducing or removing the power disparity between magic using classes and non-magic using classes. Removing or weakening Save or Dies means all classes are playing the same game and reduces the number of anticlimactic. Non-spellcasters can produce impressive effects [*] At mid to higher levels in earlier editions the transport, utility and divination magic became increasingly important, and was only accessible to spellcasters. In 4e any PC can learn ritual casting for the price of a feat and start teleporting around etc., if they want to. And these powers have generally been reduced in effect, making them less desirable/ broken. [*] I like the separation of fluff and crunch. I have increasing allowed reskinning of powers in 3e so I don't find the idea strange or threatening. [/LIST] 4e isn't perfect, but I don't expect anything to be perfect. [/QUOTE]
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