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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="Herremann the Wise" data-source="post: 5595323" data-attributes="member: 11300"><p>For me there are several things that 4e has shone the torch on but there is one that stands head and shoulders above the rest and that is focusing play on teamwork rather than individual contributions. And that is <strong><em>one action can achieve two results</em></strong>.</p><p></p><p>In previous versions, one action will get a single result and thus is focused on achieving what the instigator wishes. However, by having a one action has two results approach, both the instigator achieves what they want, but they also get this bonus extra result that other players can have their characters take advantage of. In this way, by performing an action, your character gets what they want, but as well somebody else's character gets a leg up too mechanically fostering teamwork like no other D&D edition to date. Where previous editions were a case of help someone else or help yourself (and thus your group), 4e really focused on getting both; having the cake and eating it too so to speak. Changing healing to a minor action is a corollary of this.</p><p></p><p>A close second is taking some advantage out of the loose definition that "hit points" has. While 4e does not overly capitalize on this in my opinion, I think it certainly pushes things in the right direction. Hit points need to be divorced from physical, action-affecting damage. 4e got hit points right but they got the damage component completely out of whack.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5595323, member: 11300"] For me there are several things that 4e has shone the torch on but there is one that stands head and shoulders above the rest and that is focusing play on teamwork rather than individual contributions. And that is [B][I]one action can achieve two results[/I][/B]. In previous versions, one action will get a single result and thus is focused on achieving what the instigator wishes. However, by having a one action has two results approach, both the instigator achieves what they want, but they also get this bonus extra result that other players can have their characters take advantage of. In this way, by performing an action, your character gets what they want, but as well somebody else's character gets a leg up too mechanically fostering teamwork like no other D&D edition to date. Where previous editions were a case of help someone else or help yourself (and thus your group), 4e really focused on getting both; having the cake and eating it too so to speak. Changing healing to a minor action is a corollary of this. A close second is taking some advantage out of the loose definition that "hit points" has. While 4e does not overly capitalize on this in my opinion, I think it certainly pushes things in the right direction. Hit points need to be divorced from physical, action-affecting damage. 4e got hit points right but they got the damage component completely out of whack. Best Regards Herremann the Wise [/QUOTE]
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