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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="tuxgeo" data-source="post: 6561507" data-attributes="member: 61026"><p>My choices were At-Will Powers, Class Roles, and Other. </p><p></p><p>Alright, this means that I need to explain the "Other" part, thus: What I'm really approving is the existence of <em>"So Many Options!"</em> Examples follow: </p><p></p><p>Your basic wildshaping 4E Druid could choose from among 17 different At-Will powers (though some of them were Beast Form and some were not). Even your basic 4E Bard could choose from among 7 different At-Will powers. The Wizard got to choose from among 19 At-Wills, not counting the Witch variant powers. There were six different Controllers once Essentials came out, seven Defenders, eight Leaders, and nine Striker classes: Lots of options. </p><p></p><p>Multiclassing and the Hybrid Classes gave even more options. "Skill Powers" gave even more options. The invention of "Backgrounds" and the proliferation of Feats gave even more options. (Do I even need to bother mentioning "Themes?") It was an imagineer's paradise.</p><p></p><p>I didn't check "Skill Challenges" because it was an unfinished initiative upon first release: They had a good idea there, but the initial implementation was weak. </p><p></p><p>I didn't check "Healing Surges" because they were divisive. (I saw them as a useful way to arrange game mechanics, but other people were outright offended by their existence. Tastes differ, as always.)</p><p></p><p>I also liked the death and dying rules, but they weren't a really big draw -- merely a very imaginative way to heighten the roleplaying experience. Not worth checking as a favorite IMHO.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 6561507, member: 61026"] My choices were At-Will Powers, Class Roles, and Other. Alright, this means that I need to explain the "Other" part, thus: What I'm really approving is the existence of [I]"So Many Options!"[/I] Examples follow: Your basic wildshaping 4E Druid could choose from among 17 different At-Will powers (though some of them were Beast Form and some were not). Even your basic 4E Bard could choose from among 7 different At-Will powers. The Wizard got to choose from among 19 At-Wills, not counting the Witch variant powers. There were six different Controllers once Essentials came out, seven Defenders, eight Leaders, and nine Striker classes: Lots of options. Multiclassing and the Hybrid Classes gave even more options. "Skill Powers" gave even more options. The invention of "Backgrounds" and the proliferation of Feats gave even more options. (Do I even need to bother mentioning "Themes?") It was an imagineer's paradise. I didn't check "Skill Challenges" because it was an unfinished initiative upon first release: They had a good idea there, but the initial implementation was weak. I didn't check "Healing Surges" because they were divisive. (I saw them as a useful way to arrange game mechanics, but other people were outright offended by their existence. Tastes differ, as always.) I also liked the death and dying rules, but they weren't a really big draw -- merely a very imaginative way to heighten the roleplaying experience. Not worth checking as a favorite IMHO. [/QUOTE]
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The Best Thing from 4E
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