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Things 4E Did Well & Should be Kept in Some Form
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<blockquote data-quote="Dragonblade" data-source="post: 5770602" data-attributes="member: 2804"><p>Here is everything I like (not an exhaustive list because I love 4e) and some might be redundant:</p><p></p><p>Melee characters with cool abilities and maneuvers beyond just attacking</p><p>Virtually every class has some self-healing</p><p>Standard-Move-Minor action system (yes, even interrupts. Its a thing of beauty!)</p><p>4e combat system as a whole with one caveat (I like the movement powers but I wish there was a "no mini" option)</p><p>Rituals</p><p>Non-cleric Leaders</p><p>Tiers</p><p>Powers</p><p>Healing Surges</p><p>Crits are crits (no stupid confirmation roll)</p><p>The Saving Throw mechanic to end ongoing effects (LOVE IT! No more save or lose BS)</p><p>Healing from 0 instead of negatives</p><p>Bloodied condition and powers that key off it</p><p>Self-contained monster stat blocks!!!!!</p><p>Monster roles (Solos, brutes, skirmishers, lurkers, leaders, soldiers, love it!)</p><p>PC roles (Defenders, Controllers, Leaders, Strikers (though I think everyone should be more striker-y))</p><p>Artifacts</p><p>Class power levels scale uniformly across all levels and classes (no more caster domination)</p><p>DMG pg 42 (An absolute MUST for 5e)</p><p>1/2 level bonus and the math as a whole finally makes sense and is transparent</p><p>Saves as Defenses (Including the concept of take the higher of STR or CON for Fort and so on, and how light and heavy armor work with the Defenses. Brilliant!)</p><p>No level drain</p><p>Monster vulnerabilities and resistances</p><p>Monster design as a whole is AWESOME!</p><p>HP scaling and static HPs per level</p><p>The concept of one monster per PC</p><p>X ability vs. Y defense</p><p>At-will abilities for all classes especially casters (No casters with crossbows!)</p><p>Clerics that can do cool stuff like attack AND heal! In the same round!</p><p>Implements that make casters more effective (Not a fan of charged items)</p><p>Warlords and other non-cleric Leader classes!</p><p>You can play a capable hero at level 1!</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5770602, member: 2804"] Here is everything I like (not an exhaustive list because I love 4e) and some might be redundant: Melee characters with cool abilities and maneuvers beyond just attacking Virtually every class has some self-healing Standard-Move-Minor action system (yes, even interrupts. Its a thing of beauty!) 4e combat system as a whole with one caveat (I like the movement powers but I wish there was a "no mini" option) Rituals Non-cleric Leaders Tiers Powers Healing Surges Crits are crits (no stupid confirmation roll) The Saving Throw mechanic to end ongoing effects (LOVE IT! No more save or lose BS) Healing from 0 instead of negatives Bloodied condition and powers that key off it Self-contained monster stat blocks!!!!! Monster roles (Solos, brutes, skirmishers, lurkers, leaders, soldiers, love it!) PC roles (Defenders, Controllers, Leaders, Strikers (though I think everyone should be more striker-y)) Artifacts Class power levels scale uniformly across all levels and classes (no more caster domination) DMG pg 42 (An absolute MUST for 5e) 1/2 level bonus and the math as a whole finally makes sense and is transparent Saves as Defenses (Including the concept of take the higher of STR or CON for Fort and so on, and how light and heavy armor work with the Defenses. Brilliant!) No level drain Monster vulnerabilities and resistances Monster design as a whole is AWESOME! HP scaling and static HPs per level The concept of one monster per PC X ability vs. Y defense At-will abilities for all classes especially casters (No casters with crossbows!) Clerics that can do cool stuff like attack AND heal! In the same round! Implements that make casters more effective (Not a fan of charged items) Warlords and other non-cleric Leader classes! You can play a capable hero at level 1! [/QUOTE]
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