Things that you've heard that you especially like

I finally got to put in a solid, eight-hour session of SAGA this past weekend. Color me impressed. I played a Jedi, focused more on force tricks than lightsaber combat. I used notecards to produce a hand of cards for my powers, with the rules sketched out on them. It seriously was like all the best parts of playing M:tG and an RPG at the same time. I don't even like M:tG any more, but throwing per-encounter spells down was kind of a hoot.

...I guess what I've heard that I liked is when I told myself, on the way home post-session, "Man, SAGA is totally sweet."

I'm also a huge fan of magic items being cut down. Also, having used it in play, I will be sad if the condition track is not used. Man, now that I think about it, I should have used Force Stun and then force thrust, thus making the opposed check to push an enemy back after I got him down to -10. I probably would have put the guy through a wall...

So. I'm excited about any changes that make the game more like SAGA. Defenses and all that. Less Magic Items. I'm sort of digging on the new style of encounter design, too. I like throwing hordes of goblins at the PCs, and 3E didn't handle it too awful well.
 

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I really like everything we know so far (apart from Frost Giants not being in MM1)
If i had to choose one change it would be
Fluff: New cosmology
Crunch: Removal of the Christmas Tree effect

4th Edition seems to shape up way more to my liking than i would have imagined it a few years ago, and that's why i'm really excited about it. :D
 

WyzardWhately said:
...I guess what I've heard that I liked is when I told myself, on the way home post-session, "Man, SAGA is totally sweet."

Exactly. :)

I really, really like what I've read and run about Saga. What I like most about 4Ed so far is the things that they've pulled in from Saga (or, alternatively, gave Saga to try out first). This goes double for the move to At-Will / Per-Encounter / Per-Day resources, rather than At-Will [N / A] / Per-Day.

One of the only things that I'm not wholly enthused about (quite the opposite, really) is the move away from the magic item pricing guidelines. I *loved* that 3rd Ed finally got rid of the "It takes 6 months of Epic Quests (TM)! to make a +1 Sword, but every bandit and his brother has one and a dozen potions" from earlier versions. I'm skeptical about what this is going to look like in the future.
 

So far, the thing I've heard that I've liked the most is the de-emphasis on Vancian magic. I'd like to see it gone, totally, but I can hope that it will happen next edition, or a significant optional book will have a new spell system.

That's the part that has me most excited about 4E. Took 'em long enough.
 

...

what I like:

1) races becoming important in that they have abilities that they can gain/grow with them, and some that affect their classes over time for a more unique experience? (sounds more like more powerful races in 3.5E when you use the level progression for them (ie. breakdown a high ECL creature into components so that the race can progress over time as well as the class))

2) christmas tree effect hopefully gone (but need to see if this is truly a fact)

3) monster design (how they base them on their ideas/imagination/concept) and anything that a DM may feel is missing, can easily be added with class levels, etc as needed.

4) uniqueness for warriors by choosing weapon options

5) party dynamics changed so that don't need a cleric (one note, we'd had a party with no cleric..just druid, and it works fine since they still can get a lot of healing; just can't spont. cast them)

Regards

Sanjay
 

Defined Roles: I like that classes are being designed to fit a role in a party, which means that when it comes out, I can play a monk and not feel like I'm dragging down the party.

Brad
 

Specifics:

Extended social contests.

Everything about the new planar layout -- I won't say "cosmology" because that may include the elevation of Asmodeus.

The split between demons and devils.

Reduced importance of alignment.

Fighting styles/maneuvers.

Better multiclassing rules.

Points of light.

Warlock as core.

Gnome not in PHB.

The elf/eladrin split.

Dragon and Dungeon going online.

Reduced prep time.
 

Not having to fill every body slot with magic items to be effective.

Sweet spot from 1 to 30.

Druids, monks, & gnomes in the PHB1. (crosses fingers)
 

I like most everything I've heard, the only thing I really don't know about is the apparent exclusion of gnomes from the PHB, and the addition of Tieflings as an apparently common race.
 


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