D&D 4E Tell us what you like and don't like about 4e


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Really, I thought the scratch-and-sniff cards for spell effects was a bit too much -- especially when someone in the store decided to scratch the cards for stinking cloud and repulsion at the same time.
 


I like the plans for the new ultra random mini's that will be going with the game.
They are doing away with the concept of commons. There will now be a random assortment of uncommons, rares, ultra rares and the new super rares. Only 1 super rare in any case of mini's.

They completely removed feet from all measurements. Movement, effects, spell ranges and areas are now listed in # of squares. There will no longer be any circular effects. Everything has to fit in a square grid. They are encouraging actually moving miniatures one square at a time to insure accuracy and the perception of 'game piece movement' during play.

They did complicate magic item creation though. Gold costs are built up instead of based on 'sale price' because supply and demand effect price, the cost has to be built based on a power grid designed to handle about 80% of the magical effects and then a logorithmic calculation for the other 20% of effects. You then base XP cost on the square root of the final total cost multiplied by the inverse ratio of the characters current level and the caster level put into the magic item.
I think it will work, but it took me a few reads to get it down.

Other than that, the number of typos is amazing. You'd think that they would have done a better job of proofreading than that.
 

nyrfherdr said:
Other than that, the number of typos is amazing. You'd think that they would have done a better job of proofreading than that.
No, sorry, you don't get it. These are not typos. They just extended the dungeonpunk art style to the writing. I don't like it, but I am an old coot who doesn't want to update with his epoch.
 

I see they've taken Dungeonpunk to new heights with the spiked armor having additional spikes and upon those spikes hang not only an asssortment of critter hands and heads but bags of coins, spell componants, magic items. They even have a spike of holding that doubles as a critter part holder for when you just need that one special body part to adorn your newly aquired spikes.

The DMs guide now has tables with not only standard wealth for PC but standard spikes, buckles, tattoos and body piercings. I have already heard whispers amongst players planning rebelling against old school DMs who don't use these tables. The players say that even CR is adversely affected if these tables are followed to the letter.

Also I saw some new feats, they are really cool:

Improved double-spiked armor
Grow body spikes (you never want to be without the necessary spikeyness)
Eye regrowth (for one you lose an eye on a spike)
Undo buckles (buckels came into style in a big way in 3e especially for sorcerers)
Improved undo buckles (this trend continues in 4e)
Superhero pose
Improved super hero pose
Subdue enemy laughter (for when the BBEG thinks you look too stupid to fight).

Best of all was the new epic feat:

Dragonball Z - This feat allows the character to stack all feats and magical enahancements from all sources at all times, to fly at 500', and to shoot bolts of pure munchkin energy out of his clenched fists utterly destroying any mortal or petty godling beneath DivR 21 or anyone who is not Orcus, Asmodeus or the Lady of Pain because as everyone knows these three are the coolest cosmic overpowers ever.

Another noteworthy development is the Core Rules DM Domination Plug. This little plug attaches to the back of the dungeon master's head. Should the DM for any reason create a house rule, veto a core class, PrC, feat, etc. from a WoTC book or do anything that for any reason leads a player to believe his character was "nerfed" a powerful charge is sent into the DM's brain effectively over-riding the DM and forcing him to use RAW and fully empower the players to make any choice ok'ed by WoTC.

Chris
 




I really love the new 72-page prestige class descriptions, that tell us what color underwear they wear, their favorite flowers, and brief (34 page) notes on how to role-play them in every imaginable situation (including peanut allergies and luau skirmishes). The sample characters at every level are also really great.

The new simplified stat block that is 10x longer than the monster's full Monster Manual description is another great improvement over the old 3.x format.

The best improvement has to be the new favored class rules for races, though. I like the fact that every race (except half-elves) take a 20% experience penalty per class they have other than the race's preferred class. I'd hate to see a non-wizard elf or non-fighter dwarf character, for example, and this should really nip that kind of nonsense in the bud. Changing the half-orc's favored class to paladin and assigning the human a favored class of commoner was just icing on the cake.
 

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