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Switching to 4e?
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<blockquote data-quote="RangerWickett" data-source="post: 5373193" data-attributes="member: 63"><p>When I first tried 4e, I was disheartened because I missed a lot of the options from 3e, but now 2 years in, the game has really broadened. The flavor and art has improved too, which were my other main grousing points.</p><p></p><p>I will say, if you're coming from 3e, you might have trouble adjusting to the new design mentality. In 4e, all classes have 'powers.' I mean, a fighter can still just swing his sword around, bull rush, charge, and do all that basic stuff, but he also knows a few special moves which they can only use a few times per fight. (There is not explicit rationale for why you can't do these tricks multiple times; it's just part of the rules.)</p><p></p><p>Some people complained that it made fighters into spellcasters. Others said it was too video gamey, like fighters have super-move gauges that don't replenish until after a fight ends. I eventually got used to it because, as much as it might not make sense from a simulationist stand-point, the design keeps fights fun. You almost never do the same thing two rounds in a row. In 3e, it was easy to get into the rut of swinging your sword every turn. Now you get to do more exciting stuff.</p><p></p><p>But, if you don't think you'd like that, the Essentials just came out, which basically take a step back and work more like 3e.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5373193, member: 63"] When I first tried 4e, I was disheartened because I missed a lot of the options from 3e, but now 2 years in, the game has really broadened. The flavor and art has improved too, which were my other main grousing points. I will say, if you're coming from 3e, you might have trouble adjusting to the new design mentality. In 4e, all classes have 'powers.' I mean, a fighter can still just swing his sword around, bull rush, charge, and do all that basic stuff, but he also knows a few special moves which they can only use a few times per fight. (There is not explicit rationale for why you can't do these tricks multiple times; it's just part of the rules.) Some people complained that it made fighters into spellcasters. Others said it was too video gamey, like fighters have super-move gauges that don't replenish until after a fight ends. I eventually got used to it because, as much as it might not make sense from a simulationist stand-point, the design keeps fights fun. You almost never do the same thing two rounds in a row. In 3e, it was easy to get into the rut of swinging your sword every turn. Now you get to do more exciting stuff. But, if you don't think you'd like that, the Essentials just came out, which basically take a step back and work more like 3e. [/QUOTE]
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