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*Dungeons & Dragons
Revisiting 4th Edition
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 6171933" data-attributes="member: 4129"><p><strong>4th Edition - Post Mortem</strong></p><p></p><p>We've now finished the 4th Edition game. We played through Reavers of Harkenwold, Cairn of the Winter King, and Madness at Gardmore Abbey. My thoughts on what could very well be my last experience with 4th Edition.</p><p></p><p>1. Magic items in 4th are all wrong. Most armor, weapons, and necks have a power associated with them, thus increasing the analysis paralysis the system suffers from as a whole. Turning over magic items to the players is a mistake, it turned magic items into a chore as players (namely me) had to sift through thousands of level X items to decide who could best use the unnamed, unformed loot found.</p><p></p><p>2. Conditions are out of hand. Too many things gave minor effects, +1 to defenses, +2 to attacks against a certain target, temp HP if you stood on your hands as a minor action. Save ends, until the end of the next turn, until the start of your next turn, until applied to another target, etc. They are a book keeping nightmare and impossible to get right. They slow down combat (which doesn't need to be any slower) and most add little to the flavor of the fight.</p><p></p><p>3. The Combat Slog and Analysis Paralysis. Perhaps this was a result of playing only modules, but by the last few sessions, the general consensus was let's just get this over with. Gardmore Abbey became about completing the fights as quickly as possible to get the game over with. We averaged about 3 fights a session with these fights taking at least an hour to finish. The DM lost interest in running the game (I think his experience playing it was very different from his experience running it). </p><p></p><p>What did I like about 4th Edition? I enjoyed the character building aspect of it, it's a lot like building a magic deck. Like a magic deck, playing a character properly on the battlefield takes practice. The combat side of 4th plays well early, but rapidly spirals into a state of analysis paralysis as every player has a variety of powers, items, interrupts, and conditions to track.</p><p></p><p>The focus on combat is both 4th Edition's blessing and curse. </p><p></p><p>Next up for our intrepid gaming group: Dark Sun via 3.5 (which I'm running).</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 6171933, member: 4129"] [b]4th Edition - Post Mortem[/b] We've now finished the 4th Edition game. We played through Reavers of Harkenwold, Cairn of the Winter King, and Madness at Gardmore Abbey. My thoughts on what could very well be my last experience with 4th Edition. 1. Magic items in 4th are all wrong. Most armor, weapons, and necks have a power associated with them, thus increasing the analysis paralysis the system suffers from as a whole. Turning over magic items to the players is a mistake, it turned magic items into a chore as players (namely me) had to sift through thousands of level X items to decide who could best use the unnamed, unformed loot found. 2. Conditions are out of hand. Too many things gave minor effects, +1 to defenses, +2 to attacks against a certain target, temp HP if you stood on your hands as a minor action. Save ends, until the end of the next turn, until the start of your next turn, until applied to another target, etc. They are a book keeping nightmare and impossible to get right. They slow down combat (which doesn't need to be any slower) and most add little to the flavor of the fight. 3. The Combat Slog and Analysis Paralysis. Perhaps this was a result of playing only modules, but by the last few sessions, the general consensus was let's just get this over with. Gardmore Abbey became about completing the fights as quickly as possible to get the game over with. We averaged about 3 fights a session with these fights taking at least an hour to finish. The DM lost interest in running the game (I think his experience playing it was very different from his experience running it). What did I like about 4th Edition? I enjoyed the character building aspect of it, it's a lot like building a magic deck. Like a magic deck, playing a character properly on the battlefield takes practice. The combat side of 4th plays well early, but rapidly spirals into a state of analysis paralysis as every player has a variety of powers, items, interrupts, and conditions to track. The focus on combat is both 4th Edition's blessing and curse. Next up for our intrepid gaming group: Dark Sun via 3.5 (which I'm running). [/QUOTE]
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