D&D 4E Something for the grognards to like about 4E!

There is one thing grognards should like about 4e: the return of alphanumeric codes for adventure modules! It doesn't make a lick of practical difference, but it beings a certain amount of awesome for oldtimers I think. Personally, I'm psyched about it.

Thoughts?
 
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Yep, it's a good thing. I like it when Paizo does it too. I'll miss the 1E style covers on Goodman Games' Dungeon Crawl Classics, although I understand their reasons for doing it.
 

I could care less. There are too many mechanical and design philosophy issues with 4e that take precedence for me to care about something as insignificant as alphanumeric coding of modules.
 

Not bad. What else can we think of?

-Orcus, and other fiendish nobility, being back in the Monster Manual.

-The Temple of Elemental Evil, the City of Brass, and the Vault of the Drow being "important locations" (this is from Worlds and Monster).

-Simpler monster stat blocks and monster making.

-The Cavalier (at least as a "path") being in the core rules.

-The first adventure having "Keep of" in the title.

I am sure we can come up with more.
 

Points of light
Simpler combat
Simpler monster stat block
Monsters built differently than PCs
Less monster flavor text
Fewer skills
Isle of Dread
No gnomes, bards, monks, barbarians or druids
Great Wheel gone
BECMI demons
Miltonian devils
Celtic fey
 

Doug McCrae said:
No gnomes, bards, monks, barbarians or druids
Great Wheel gone
BECMI demons

Ah, but now we get into grognard factions.

4 posts in, and the grogard-civil-war threatens to resume.
 

Different tiers of play, a la the red/blue/cyan/black boxed sets of yore. (Basic/Expert -> Heroic, Companion -> Paragon, Master -> Epic.) Instead of going from "little dungeon crawls" at 1st level to "big dungeon crawls" at 10th to "extraplanar dungeon crawls" at 20th, the game is built to encourage a shift in emphasis from tier to tier.

This is one of 4E's biggest selling points for me.
 

TerraDave said:
Not bad. What else can we think of?

-Orcus, and other fiendish nobility, being back in the Monster Manual.

-The Temple of Elemental Evil, the City of Brass, and the Vault of the Drow being "important locations" (this is from Worlds and Monster).

-Simpler monster stat blocks and monster making.

-The Cavalier (at least as a "path") being in the core rules.

-The first adventure having "Keep of" in the title.

I am sure we can come up with more.

Experience for defeating a monster is represented as a numeric value again, as the Pit Fiend stat block shows. No cross-referencing a chart to figure out CR, ECL, LA, XP, blah blah blah
 


RigaMortus2 said:
Experience for defeating a monster is represented as a numeric value again, as the Pit Fiend stat block shows. No cross-referencing a chart to figure out CR, ECL, LA, XP, blah blah blah

So, does this mean my 10th level character can just kill kobolds by the truckload for XP? Easier to kill 10 100-XP kobolds than 1 1000 XP giant, I say!
 

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