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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="Razjah" data-source="post: 6569058" data-attributes="member: 98806"><p>Disclosure, I started with 4e. My very first role playing game was 4e right before college. At college I was plunged into 3.5 before learning about loads of available systems and trying to increase my exposure.</p><p></p><p>For me it's these three:</p><p>1) Class Roles. I loved the idea of building a coherent party. In many other systems you build your character to do his or her thing. In 4e you build so the group kicks ass. I like the change, I also like that the classes actually did their role. Not like 3.5/pathfinder where the GM needs to have enemies actually go meet melee guys. 4e lets them protect the squishy teammates by making attacks more difficult and punishing them. My groups with early editions (and non-D&D games) build in isolation. But 4e let me think about team tactics. A cleric doesn't grant the same amount of extra attacks a warlord does, but you need to worry about healing less so it changes some power options you favor. Also the roles make loads of sense to a new player, it really helped me understand the combat side of things as a newbie.</p><p></p><p>2) Healing surges. No cleric needed! Lots of ways to heal with other classes or on your own. Plus warlords can heal people by yelling at them to suck it up, I love it. I also like that they often allow actions that hurt enemies to grant healing, no boring "Medic" role (I hate playing a medic) but I can fight while helping people- that is a sweet deal for me. I see people get down on the mechanic, but I like it. I think the name is super bland, but I like the effect. Plus is could be used a resource for narrating daunting travel or other hazards.</p><p></p><p>3) Skill Challenges. Before seeing this, I never saw skills implemented as an encounter. Working as a group to achieve X successes before Y failures was awesome. The numbers may have been messed up, but I've use this concept in many other games and brought it to 3.5 and Pathfinder games I ran. I also liked how it could be combined with combat. Fighter, cleric and sorcerer hold off the hordes of undead while the rogue and wizard fix the magic pillars that radiate holy energy to drive back the undead.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6569058, member: 98806"] Disclosure, I started with 4e. My very first role playing game was 4e right before college. At college I was plunged into 3.5 before learning about loads of available systems and trying to increase my exposure. For me it's these three: 1) Class Roles. I loved the idea of building a coherent party. In many other systems you build your character to do his or her thing. In 4e you build so the group kicks ass. I like the change, I also like that the classes actually did their role. Not like 3.5/pathfinder where the GM needs to have enemies actually go meet melee guys. 4e lets them protect the squishy teammates by making attacks more difficult and punishing them. My groups with early editions (and non-D&D games) build in isolation. But 4e let me think about team tactics. A cleric doesn't grant the same amount of extra attacks a warlord does, but you need to worry about healing less so it changes some power options you favor. Also the roles make loads of sense to a new player, it really helped me understand the combat side of things as a newbie. 2) Healing surges. No cleric needed! Lots of ways to heal with other classes or on your own. Plus warlords can heal people by yelling at them to suck it up, I love it. I also like that they often allow actions that hurt enemies to grant healing, no boring "Medic" role (I hate playing a medic) but I can fight while helping people- that is a sweet deal for me. I see people get down on the mechanic, but I like it. I think the name is super bland, but I like the effect. Plus is could be used a resource for narrating daunting travel or other hazards. 3) Skill Challenges. Before seeing this, I never saw skills implemented as an encounter. Working as a group to achieve X successes before Y failures was awesome. The numbers may have been messed up, but I've use this concept in many other games and brought it to 3.5 and Pathfinder games I ran. I also liked how it could be combined with combat. Fighter, cleric and sorcerer hold off the hordes of undead while the rogue and wizard fix the magic pillars that radiate holy energy to drive back the undead. [/QUOTE]
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The Best Thing from 4E
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