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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Indispensable 4e
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<blockquote data-quote="CM" data-source="post: 5892699" data-attributes="member: 18340"><p> <ul> <li data-xf-list-type="ul">Quick NPC/monster prep, even at high levels</li> <li data-xf-list-type="ul">Quick adventure pacing (via surges, full rest total recovery)</li> <li data-xf-list-type="ul">No linear fighter/quadratic mage issues</li> <li data-xf-list-type="ul">Heavy restriction of adventure-ruining effects (alignment detection, flight, invisibility, long-distance teleportation, etc).</li> <li data-xf-list-type="ul">Heavy restriction of save-or-suck|die on common foes (the ghoul bit me and I'm paralyzed HOW LONG?)</li> <li data-xf-list-type="ul">Extra care taken on rules for summoned or companion creatures (no spending 30 minutes of game time waiting for the druid to buff his summoned menagerie before combat).</li> <li data-xf-list-type="ul">Lots of interesting monster races playable without the kludge of ECL</li> <li data-xf-list-type="ul">Low-level characters have increased survivability (no meatgrinders here)</li> <li data-xf-list-type="ul">Mundane healing (removal of divine magic as only competent healing source)</li> <li data-xf-list-type="ul">Rituals (in theory if not always in execution)</li> <li data-xf-list-type="ul">46 (!) fleshed-out base classes, many of which were niche prestige class concepts in 3e.</li> <li data-xf-list-type="ul">Dynamic combats with lots of movement (3e punished weapon-wielding characters for moving, while spellcasters were free to do so)</li> <li data-xf-list-type="ul">Implements (now it actually matters if you prefer rod/staff/wand/orb/tome/totem/dagger/etc)</li> </ul></blockquote><p></p>
[QUOTE="CM, post: 5892699, member: 18340"] [LIST] [*]Quick NPC/monster prep, even at high levels [*]Quick adventure pacing (via surges, full rest total recovery) [*]No linear fighter/quadratic mage issues [*]Heavy restriction of adventure-ruining effects (alignment detection, flight, invisibility, long-distance teleportation, etc). [*]Heavy restriction of save-or-suck|die on common foes (the ghoul bit me and I'm paralyzed HOW LONG?) [*]Extra care taken on rules for summoned or companion creatures (no spending 30 minutes of game time waiting for the druid to buff his summoned menagerie before combat). [*]Lots of interesting monster races playable without the kludge of ECL [*]Low-level characters have increased survivability (no meatgrinders here) [*]Mundane healing (removal of divine magic as only competent healing source) [*]Rituals (in theory if not always in execution) [*]46 (!) fleshed-out base classes, many of which were niche prestige class concepts in 3e. [*]Dynamic combats with lots of movement (3e punished weapon-wielding characters for moving, while spellcasters were free to do so) [*]Implements (now it actually matters if you prefer rod/staff/wand/orb/tome/totem/dagger/etc) [/LIST] [/QUOTE]
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The Indispensable 4e
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