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General Tabletop Discussion
D&D Older Editions
Veteran, balanced group gives 4E a whirl
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<blockquote data-quote="leifthelucky" data-source="post: 4097258" data-attributes="member: 58309"><p>My 'credentials', in case anyone cares: started with the red box at age 10, moved thru Advanced, 2nd, 3rd, and 3.5, enjoying the changes with each version and gaining 24 years of experience. My players have all played for at least a few years, sometimes more. I think the general opinion was that 4E characters had a number of options and abilities that beginners might find overwhelming (although they could and probably would just stick to the ones they knew best until they learned the others, providing they didn't level too fast) but my more tactical players had no trouble and enjoyed using their various ablities to their fullest advantage. </p><p> </p><p> General consensus was that 4E was fun, missing with daily powers sucked, and not one person complained that the mechanics of hp or diagonal movement strained their suspension of disbelief. The only issue there, as mentioned in another thread, is the disjointed nature of the cleric abilities (hit baddie over here, shield ally over there), but the cleric's player dislikes playing clerics in 3E or 3.5, yet had alot of fun with this one, as he could always act as well as heal or buff.</p><p></p><p> Proof that the defender did her job: by the end of the night over 170 pts of damage had been dropped on her, whereas the others took just over 30 each. She also used 11 of 13 healing surges, most with the cleric's healing word (which we allowed outside of comabt by extending the breather another 5 minutes).</p><p></p><p> Phew! Any questions?</p></blockquote><p></p>
[QUOTE="leifthelucky, post: 4097258, member: 58309"] My 'credentials', in case anyone cares: started with the red box at age 10, moved thru Advanced, 2nd, 3rd, and 3.5, enjoying the changes with each version and gaining 24 years of experience. My players have all played for at least a few years, sometimes more. I think the general opinion was that 4E characters had a number of options and abilities that beginners might find overwhelming (although they could and probably would just stick to the ones they knew best until they learned the others, providing they didn't level too fast) but my more tactical players had no trouble and enjoyed using their various ablities to their fullest advantage. General consensus was that 4E was fun, missing with daily powers sucked, and not one person complained that the mechanics of hp or diagonal movement strained their suspension of disbelief. The only issue there, as mentioned in another thread, is the disjointed nature of the cleric abilities (hit baddie over here, shield ally over there), but the cleric's player dislikes playing clerics in 3E or 3.5, yet had alot of fun with this one, as he could always act as well as heal or buff. Proof that the defender did her job: by the end of the night over 170 pts of damage had been dropped on her, whereas the others took just over 30 each. She also used 11 of 13 healing surges, most with the cleric's healing word (which we allowed outside of comabt by extending the breather another 5 minutes). Phew! Any questions? [/QUOTE]
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