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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="Wulfgar76" data-source="post: 5893148" data-attributes="member: 61867"><p><em>From a post I intended to make, but never did, that addressed this exact question:</em></p><p></p><p><strong><strong><span style="font-size: 15px">THE BIG FOUR OF 4TH </span></strong></strong></p><p><strong><span style="font-size: 12px">The four most important 4th Edtion concepts that should remain in D&D Next</span></strong></p><p></p><p><strong>The Action Economy: standard, move and minor actions</strong></p><p>The minor action in particular opened up a huge swathe of design space. Never again did you have to waste your turn to drink a potion, open a door, draw a weapon, or even make a 'quick' attack. Perhaps most importantly, clerics could now heal and attack in the same turn, solving a problem that had plagued D&D since the beginning.</p><p></p><p><strong>Casters Making Attack Rolls</strong></p><p>By having casters making attack rolls to hit with some spells, players with magic characters now had the visceral excitement of rolling a d20, possibly critting, with their spells, rather than passively doing nothing on their turn, hoping the monster would fail its saving throw. Now finding a magical staff or wand meant something, just like a magic weapon it improved your chances to hit and damage. Instead of your new wand being a boring battery of stored spells, it was a real magical weapon, with cool effects just like your fighter companion's magic sword.</p><p></p><p><strong>Hit Points & The Bloodied Condition</strong></p><p>The increased starting hit points resulted in sturdier low level characters that didn't need to worry about getting dropped from full to zero HP by a single hit from a goblin.</p><p>Set hit points per level were a long overdue, no-brainer innovation. I've never heard of a DM who didn't house rule Hit Dice, for PCs at least, in some way.</p><p>Finally, the bloodied condition also opened up a large area of design space for mechanics, powers and effects. </p><p></p><p><strong>No Condition Tracking</strong></p><p>Tracking conditions with durations in rounds was never very fun, for neither DMs nor players. Checking off, round-by-round, how long your Ogre was paralyzed was bad. The PC fighter spending his next 7 rounds stunned was worse. Spending an hour of gaming time unable to attack or act is perhaps the most fun-killing experience in tabletop gaming. The end-of-turn saving throw in 4th edition was a brilliantly simple fix to all of this. The 4e-style saving throw need not exist in in D&D Next, but some mechanic which can end a conditions every turn should exist.</p></blockquote><p></p>
[QUOTE="Wulfgar76, post: 5893148, member: 61867"] [I]From a post I intended to make, but never did, that addressed this exact question:[/I] [B][B][SIZE="4"]THE BIG FOUR OF 4TH [/SIZE][/B][/B] [B][SIZE="3"]The four most important 4th Edtion concepts that should remain in D&D Next[/SIZE][/B] [B]The Action Economy: standard, move and minor actions[/B] The minor action in particular opened up a huge swathe of design space. Never again did you have to waste your turn to drink a potion, open a door, draw a weapon, or even make a 'quick' attack. Perhaps most importantly, clerics could now heal and attack in the same turn, solving a problem that had plagued D&D since the beginning. [B]Casters Making Attack Rolls[/B] By having casters making attack rolls to hit with some spells, players with magic characters now had the visceral excitement of rolling a d20, possibly critting, with their spells, rather than passively doing nothing on their turn, hoping the monster would fail its saving throw. Now finding a magical staff or wand meant something, just like a magic weapon it improved your chances to hit and damage. Instead of your new wand being a boring battery of stored spells, it was a real magical weapon, with cool effects just like your fighter companion's magic sword. [B]Hit Points & The Bloodied Condition[/B] The increased starting hit points resulted in sturdier low level characters that didn't need to worry about getting dropped from full to zero HP by a single hit from a goblin. Set hit points per level were a long overdue, no-brainer innovation. I've never heard of a DM who didn't house rule Hit Dice, for PCs at least, in some way. Finally, the bloodied condition also opened up a large area of design space for mechanics, powers and effects. [B]No Condition Tracking[/B] Tracking conditions with durations in rounds was never very fun, for neither DMs nor players. Checking off, round-by-round, how long your Ogre was paralyzed was bad. The PC fighter spending his next 7 rounds stunned was worse. Spending an hour of gaming time unable to attack or act is perhaps the most fun-killing experience in tabletop gaming. The end-of-turn saving throw in 4th edition was a brilliantly simple fix to all of this. The 4e-style saving throw need not exist in in D&D Next, but some mechanic which can end a conditions every turn should exist. [/QUOTE]
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