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


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1E feel

I s'pose I qualify as a grognard, having started playing in 1980. I don't really feel old enough to be one though.

Honestly, the things I've read about 4E and seen in the preview book seem to have a lot more of the feel of 1E and earlier D&D than 3E did. I won't know for sure until the books are out, but I'm hopeful. Don't ask me what specifically makes me think this, 'cause it's just more of a general impression, but that's what has me more excited about 4E than anything else.
 

howandwhy99 said:
There are lots of grognardly things to like about 4e over 3e. It's just 4e is using spooky movement.

For example:
if AD&D is here......................and 3e is here
<<<<<<<<<<<<<<<<<<< 4e is is moving this way>>>>>>>>>>>>>>>>>
It's not moving, it's expanding! In fact, it's exploding, killing 3e and AD&D and taking its stuff!
 

A wave of nostalgia crashed over me at the mention of named levels..... aahh... the good ol' days. ;)

Going along with thac0 - You can't forget Negative Armour Class.

I know that neither of the above are in 4E but still its nice to remember.

- From a recent Sage Advice: Easy to create new races and classes - it does not mention that it will be in the DMG but one can hope. :D
 


Ok, you have a THAC0 of 15, and an AC of 4, then you roll and add 4 to the roll, no wait, you subtract 4 from 15, then roll...

...was this for real? Or just a bad dream?
 

LOL, I know this is humor but you're actually right. I've always liked the X# designation for modules. They make it easy to figure out where one fits in with another. I even use them on my own homemade modules that only I will see.

Fifth Element said:
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?
 

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

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

I agree with this, I've been a huge fan of Orcus for decades.

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

Ok, now my bad grognard side shows. I don't like ToEE and the Vault of the Drow as just generic locations. They are too tied to Greyhawk and there they should remain. I think it would be easier and better if WotC created their own new iconic dungeons. Plus it would mean more dungeons. ;)

TerraDave said:
-Simpler monster stat blocks and monster making.

I do like this. I liked 3rd Edition but some of those stat pages were voluminous.

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

Ah, the heady days of UA and being level -2.

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

This is the first time since 2nd Edition I'm actually thinking of buying an adventure. I love Keep of the Borderland, and want to see what they do with its spiritual successor.
 


Lizard said:
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!

Nah, they grey out and don't give exp or drop loot when your about five levels past them.
 

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