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So how is 4th edition?
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<blockquote data-quote="Camelot" data-source="post: 5045302" data-attributes="member: 82617"><p>I have never played anything older than 4e, so I have nothing to compare to, but from what I've heard about the older editions, I don't want to play them. 4e is very good at letting you improvise. I have on many occasions not planned very far for a session and my players have surpassed the point I stopped at. I just started making it up as I went along. If you're a good actor, the players won't even notice. If you can't bluff, they'll tell that you're making it up, but they'll still have fun without having to wait.</p><p> </p><p>It's also, as has been said, a lot better for tactical combat. I played Star Wars RPG twice, which I think is like 3e, and our combat was just roll, hit or miss, get attacked, repeat (it was more like roll, miss, get attacked unless already cowering for me, playing a droid noble with a blaster and -1 Dex, but I digress). In 4e, it can get boring, but if you know how, you can make amazing encounters with really interesting choices for the players and even the DM to make.</p><p> </p><p>Thus, DON'T PLAY 4E IF YOU ARE GOING TO DESIGN ENCOUNTERS LIKE THEY WERE DESIGNED (from what I've seen, mind you) IN 3E! Putting an orc in a room guarding a chest, even if it's five orcs guarding a chest, is boring in 4e. Combat encounters should only happen if they help move along the story or provide something new for the players. You need a lot of interesting terrain to make it worth it. Combat can even take place in multiple rooms at once! If you plan to improvise (paradoxical as it may seem), have a bunch of possibilities for fantastic or otherwise tactically interesting terrain ready to input into an encounter you make on the spot. For example, terrain powers in the DMG2 are very useful. The characters can push over a bookcase or cause a chandelier to fall on their enemies. They're also easy to make up on the spot using the damage by level tables in the DMG. Skill challenges, though many say are broken, are not if you know how to make them. Get the DMG2; it's worth it.</p><p> </p><p>Okay, I've said a bunch. I'm not trying to get you to like 4e; it's just a good game. For me and many others at least.</p><p> </p><p>Try to have fun with whatever you pick!</p></blockquote><p></p>
[QUOTE="Camelot, post: 5045302, member: 82617"] I have never played anything older than 4e, so I have nothing to compare to, but from what I've heard about the older editions, I don't want to play them. 4e is very good at letting you improvise. I have on many occasions not planned very far for a session and my players have surpassed the point I stopped at. I just started making it up as I went along. If you're a good actor, the players won't even notice. If you can't bluff, they'll tell that you're making it up, but they'll still have fun without having to wait. It's also, as has been said, a lot better for tactical combat. I played Star Wars RPG twice, which I think is like 3e, and our combat was just roll, hit or miss, get attacked, repeat (it was more like roll, miss, get attacked unless already cowering for me, playing a droid noble with a blaster and -1 Dex, but I digress). In 4e, it can get boring, but if you know how, you can make amazing encounters with really interesting choices for the players and even the DM to make. Thus, DON'T PLAY 4E IF YOU ARE GOING TO DESIGN ENCOUNTERS LIKE THEY WERE DESIGNED (from what I've seen, mind you) IN 3E! Putting an orc in a room guarding a chest, even if it's five orcs guarding a chest, is boring in 4e. Combat encounters should only happen if they help move along the story or provide something new for the players. You need a lot of interesting terrain to make it worth it. Combat can even take place in multiple rooms at once! If you plan to improvise (paradoxical as it may seem), have a bunch of possibilities for fantastic or otherwise tactically interesting terrain ready to input into an encounter you make on the spot. For example, terrain powers in the DMG2 are very useful. The characters can push over a bookcase or cause a chandelier to fall on their enemies. They're also easy to make up on the spot using the damage by level tables in the DMG. Skill challenges, though many say are broken, are not if you know how to make them. Get the DMG2; it's worth it. Okay, I've said a bunch. I'm not trying to get you to like 4e; it's just a good game. For me and many others at least. Try to have fun with whatever you pick! [/QUOTE]
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