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Things I Learned From 4e
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<blockquote data-quote="Gryph" data-source="post: 5771494" data-attributes="member: 98071"><p>What I learned playing 4e.</p><p> </p><p>Standing in one square and trading full attacks may be boring, but a ton of finicky one square shifts and force movements bogs things down and is just as boring in its way. Dial back the forced movement and simplify the move options so we can get on with things.</p><p> </p><p>Move, Minor, and Standard are good. Opportunity and Immediate are problematic. I appreciate the attempt at keeping combat interesting for players when it's not their turn, but, like movement, the dial swung too far. I'd like to see off-turn actions trimmed way down.</p><p> </p><p>Character customization options are good, but you can have too much of a good thing. Power choice and feats was a pretty good level of customization. Power choice, feats, backgrounds and themes is a bit too much all layered together. Throw in magic item wishlists and we are in the province of power gamers. Its an ok place to be as long as the whole table is comfortable there, but it can break the game for players who aren't. This seems like a godd place for dials and options with good advice to GMs/players about choosing a "power" level.</p><p> </p><p>There is a kernel of a good idea in skill challenges. A better designer than I needs to distill that down into a better presentation. Might be good to have less fear of slightly different subsystems. I'm not sure that a social encounter needs to strictly follow the same structure as an extended physical challenge (like a chase scene).</p><p> </p><p>Good mathematical structures for levelling are important. Don't mess them up with a plethora of adjustments during encounters. Mod + 1/2 level isn't hard but it is kind of awkward. I think the Gamma World standard of Mod + level is cleaner.</p><p> </p><p>Speaking of Gamma World, the healing mechanic of 1 second wind of surgeless healing and surgeless recovery of hit points out of combat is a fun base system. You can accomplish the goal of making healers relevant for other than simple healing without using healing surges. Trust the GMs to pace an adventure instead of making them work around healing surge availability.</p><p> </p><p>I loved hybrid multi-classing, hated feat based multi-classing. Don't want 3.x level based multi-classing.</p><p> </p><p>I agree with a lot of KMs points, would XP if I could.</p></blockquote><p></p>
[QUOTE="Gryph, post: 5771494, member: 98071"] What I learned playing 4e. Standing in one square and trading full attacks may be boring, but a ton of finicky one square shifts and force movements bogs things down and is just as boring in its way. Dial back the forced movement and simplify the move options so we can get on with things. Move, Minor, and Standard are good. Opportunity and Immediate are problematic. I appreciate the attempt at keeping combat interesting for players when it's not their turn, but, like movement, the dial swung too far. I'd like to see off-turn actions trimmed way down. Character customization options are good, but you can have too much of a good thing. Power choice and feats was a pretty good level of customization. Power choice, feats, backgrounds and themes is a bit too much all layered together. Throw in magic item wishlists and we are in the province of power gamers. Its an ok place to be as long as the whole table is comfortable there, but it can break the game for players who aren't. This seems like a godd place for dials and options with good advice to GMs/players about choosing a "power" level. There is a kernel of a good idea in skill challenges. A better designer than I needs to distill that down into a better presentation. Might be good to have less fear of slightly different subsystems. I'm not sure that a social encounter needs to strictly follow the same structure as an extended physical challenge (like a chase scene). Good mathematical structures for levelling are important. Don't mess them up with a plethora of adjustments during encounters. Mod + 1/2 level isn't hard but it is kind of awkward. I think the Gamma World standard of Mod + level is cleaner. Speaking of Gamma World, the healing mechanic of 1 second wind of surgeless healing and surgeless recovery of hit points out of combat is a fun base system. You can accomplish the goal of making healers relevant for other than simple healing without using healing surges. Trust the GMs to pace an adventure instead of making them work around healing surge availability. I loved hybrid multi-classing, hated feat based multi-classing. Don't want 3.x level based multi-classing. I agree with a lot of KMs points, would XP if I could. [/QUOTE]
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