Very first thoughts after reading 4e PHB

Second Wind debuted as a 3.5 feat before it was put into Saga.

The Warlock debuted the idea of a number of "at-wlll" powers.

The ToB-esque elements are more restrictive.

The attack+buff, attack+"Do this" type powers may sound goofy at times, but they save actions and space.
 

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I'll admit that prior to actually sitting down and playing 4e, I was skeptical.

Unlike VanRichten and his ilk, I was actually willing to give the game a fair shake. After all, any mouth-breather with a couple active brain cells can look at a book and say they don't like it becuase it's different from what they're used to. An pre-schooler can make the same exact statement about Lord of the Rings based on the exact same critera and be just as accurate.

As for Pathfinder... to each their own, but I agree with the others above that it does very little to fix the core problems of 3rd edition, namely that once you get past 10th level the math starts breaking down, you absolutely need magic items just to reasonably function/ if you're a non-caster, and the casters (batman-wizards and CoDzillas especially) horrendously overshadow the non-casters.

4e looks to have fixed many of those. Not saying it's problem-free becuase there is no such thing as a 100% RPG, but gone are the days of linear warriors and quadratic wizards, and magic items are no longer required just to do your party job.

Not to mention having actually had the termerity to play 4e compared to more than a few anti-4e grognards, the classes play very differently from one another. Based on the 1st session of what will hopefully be an ongoing campaign, rogues still do the sneaky stuff and are looking for flanking/sneak attack opps, Fighters are holding the frontline dishing out consistant damage, Warlocks are happily blasting from behind the frontline, Warlords are helping to hold that frontline while driving the party onwards to victory, and Wizards are weeding out the chaff so the frontline can focus on the bigger threats. And we're doing our things in different ways. The only 'similarity' is that we all have 'powers' that are at-wills, once per battle, or once per day.

Like I postedin in a different thread, 3e is akin to NBA basketball where it's all about the individual superstars where 4e is more like college basketball where it's a team effort.
 

After Reading 4.0 PHB

Well I feel that this edition will make DnD flurish more in the future. Someone said it was "dumbed down" well I look at it as simplified.

I have been concerned that tabletop gaming will become an endangered species with all the vid games and our instant gratification world. The social aspects of gaming and the role playing are the most important aspects for me. :)

So the game is designed for ten year olds. Well most of my friends started gaming just a little older than this. I like the fact I do not have to reference dozens of charts to run my character and I can concentrate on role playing and battlefield tactics more than stats and level adjustments.

I run a DnD group here in Jacksonville and I love seeing the people. I love computers and all but the game is about the people and the social interaction.

Game On !
 

Just my two cents, but it seems like people who actually want to have fun without a lot of work and complex rules are switching to 4e; while the more obsessive types of gamers who really WANT a ton of rules and lots of bookkeeping are sticking with 3.X. Some people just love complexity. <shrug>

I think this will be great for the hobby. The true nerds er hard-core players (who by the way are clearly smarter than the rest of us) will have their game; while everyone else will have something that's fun and easy to teach to new players, girlfriends, and co-workers.

I like my mac and cheese with both Colby and cheddar.
 

I like the idea of the utility spells now being rituals and thus usable ad infinitum, but I'll need to think some more on the balance. Hopefully in the DMG is advice on converting 3E spells to rituals.
 

Read the books, played the game... I am not wild about 4E, though may play one-shots when I need time to work on my 3E campaign.

The classes, at least for my group, did play like a big gumbo, with none really distinguishing themself from the other. One woman played two characters last night (to insure all the "party roles" were filled"). She was a cleric and a paladin. Nobody noticed that half-way through the night she accidentally switched the sheets with her powers for each class. There wasn't enough difference between them. As a test, my son made "Power Cards" for the cleric, the rogue and the warrior today. He left out any flavor text, and the power source. Instead of 2(w), he put 2d6 or whatever fit. Mixed them together. We couldn't put them to rights except that he had put the names of the powers on the back.

The complexity of combat seems to be constantly overlooked. Does somebody have a spreadsheet or something I can take a loot at for keeping track of which effects are on which combatant until they make which saving throw? It ended up causing arguements and detracting from any fun we might have had. Because unless each PC is limited to using one such power per encounter, it just becomes sloppy. That plus the constant movement (shifting, sliding, etc) and over dependence on exact positioning are more mood breakers. Where we used to roll a few dice, maybe use a feat, and then I gave a good graphic description of what happened ("You swung your sword with such power that you cut the into the zombie with a sickening squelch and hewed the entire left side of his abodomen from his body, with decomposing entrails splashing to the ground."), we are now worrying about a dozen game mechanic worries and by the time damage is done, the illusion has been broken and it becomes "You hit the zombie for 5 HP.".

The people I play with feel extremely constrained by even the idea that they are supposed to fill specific roles. They want to be allowed to be more original than the two-dimensional straitjacket of "controller, defense, leader, DPS" (Ooops - DPS is for MMO's - I don't remember the term they use in 4E right off the top of my head.) It's not even that they necessarily have to be constrained - it's that they feel that they are required to be constrained.

The Wizard, who always plays a wizard, did like the love 4E gave him. I don't know what all the noise has been about, but I have never played in a game where a wizard could hold his own in combat. All of a sudden, a first level wizard was kicking behinds! No more resorting to a cross-bow. Though he did start referring to Magic Missile as his new crossbow. And he misses a lot of his old favorite tactics - casting silence on an enemy caster, knock on an enemy fighter's pants, and using tensers floating disk to just generally float around annoying the other side. - he's a joker and likes to do unexpected things. Plus, no familiar - no live animals for anybody - no animal companion for the ranger or mount for the paladin (though she isn't high enough for one yet, anyway).

By the end of the third game session under 4E, they were all begging to go back to the "older" version. (Using Pathfinder rules.) Next session - we will play half 3E if they will give 4E one more chance. (I paid for the books, I want to use them.)

Eric
 

epoling said:
The people I play with feel extremely constrained by even the idea that they are supposed to fill specific roles. They want to be allowed to be more original than the two-dimensional straitjacket of "controller, defense, leader, DPS" (Ooops - DPS is for MMO's - I don't remember the term they use in 4E right off the top of my head.) It's not even that they necessarily have to be constrained - it's that they feel that they are required to be constrained.

Eric
You confuse me:

Are you saying you played a trap filled adventure without a Striker (the Rogue)? Because many traps in 3rd were lethal without one.

Are you saying you survived combat without a healing character (no Cleric, Druid, etc).

Are you saying you survived without a Meatshield (Barbarian, Fighter, etc).

Without a Arcane caster for Identify, etc. (Wizard, Sorc, Bard, etc).

Roles were very much required in third.

Although I'm confused: why a Pally and a Cleric.
Why not a Fighter for defender?
 

Starbuck_II said:
Are you saying you played a trap filled adventure without a Striker (the Rogue)? Because many traps in 3rd were lethal without one.
That one was possible. You could easily take another spellcaster and totally do away with the rogue.
Are you saying you survived combat without a healing character (no Cleric, Druid, etc).
I'd say the bigger problem is it taking a number of days to heal between each fight without one...
 

DangerAbe said:
Just my two cents, but it seems like people who actually want to have fun without a lot of work and complex rules are switching to 4e; while the more obsessive types of gamers who really WANT a ton of rules and lots of bookkeeping are sticking with 3.X. Some people just love complexity. <shrug>

4E is not a less complex game.
 


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