One of the 4e mechanics that never grew on me was how they handled saving throws as a way of ending conditions. They basically just made it a flat-up coin toss, causing many "big gun" attacks from both players and monsters fizzle out after a single round's duration.
I liked 3e's division between Fort, Reflex, and Will. It allowed for variation where certain character types could shrug off some conditions more easily than others. Of course, there are some other mechanical differences in 4e's saving throws. They didn't mitigate damage up front; no save for half against a fireball or dragon's breath, for instance.
Any thoughts?
I liked 3e's division between Fort, Reflex, and Will. It allowed for variation where certain character types could shrug off some conditions more easily than others. Of course, there are some other mechanical differences in 4e's saving throws. They didn't mitigate damage up front; no save for half against a fireball or dragon's breath, for instance.
Any thoughts?