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The "real" reason the game has changed.
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<blockquote data-quote="Mort" data-source="post: 5430724" data-attributes="member: 762"><p>The skill challenge system and the lack of a quick spell for every situation, yes (by the late 3e days my players and I were calling it "the 6 second solution" to nearly every problem). Heck a few sessions ago my players lowered a rope and climbed down a wall, as opposed to the 3e - everyone feather fall, levitate, fly, dimension door, etc (it always struck me as too casual magic, which is great for some worlds, not so great for others).</p><p></p><p></p><p></p><p></p><p>This is an interesting one. I think 4e has some better rules for improvisation than 3e (page 42 etc.) BUT because the powers seem so codified and ingrained it might be hard for people to "go off script" as it were. I've certainly noticed, especially early on, that I had to remind players they were not limited to the actions spelled out on their power cards durring combat (they are in big letters, sometimes even in color).</p><p></p><p>But this loses sight of the bigger issue - 4e has no less tools for plot and game development than 3e did. Now the feel will quite likely be different, because the mechanics are very different from prior edditions, and it's certainly not to everyone's tastes - but different does not mean worse.</p></blockquote><p></p>
[QUOTE="Mort, post: 5430724, member: 762"] The skill challenge system and the lack of a quick spell for every situation, yes (by the late 3e days my players and I were calling it "the 6 second solution" to nearly every problem). Heck a few sessions ago my players lowered a rope and climbed down a wall, as opposed to the 3e - everyone feather fall, levitate, fly, dimension door, etc (it always struck me as too casual magic, which is great for some worlds, not so great for others). This is an interesting one. I think 4e has some better rules for improvisation than 3e (page 42 etc.) BUT because the powers seem so codified and ingrained it might be hard for people to "go off script" as it were. I've certainly noticed, especially early on, that I had to remind players they were not limited to the actions spelled out on their power cards durring combat (they are in big letters, sometimes even in color). But this loses sight of the bigger issue - 4e has no less tools for plot and game development than 3e did. Now the feel will quite likely be different, because the mechanics are very different from prior edditions, and it's certainly not to everyone's tastes - but different does not mean worse. [/QUOTE]
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