Lonely Tylenol
First Post
My big ones are:
I really don't like the way that dying and being brought back are practically a given, especially at high levels when one failed save or one full attack can completely snuff out a character. I don't mind there being death. I also don't mind there being ways to reverse it. I just wish it were possible to get through a mid-to-high level campaign without it being an essential feature. I actually do expect 4th ed. to remedy this to some extent. With the altered resource management, I expect that it'll be harder to just suddenly go down, and there may be more chances to save a downed character, who probably won't simply be dead thanks to some random effect.
- The mechanical dependency on alignment
- The 15 minute adventure/rest cycle
- The frequency and ease with which characters are brought back to life
I really don't like the way that dying and being brought back are practically a given, especially at high levels when one failed save or one full attack can completely snuff out a character. I don't mind there being death. I also don't mind there being ways to reverse it. I just wish it were possible to get through a mid-to-high level campaign without it being an essential feature. I actually do expect 4th ed. to remedy this to some extent. With the altered resource management, I expect that it'll be harder to just suddenly go down, and there may be more chances to save a downed character, who probably won't simply be dead thanks to some random effect.