What 4e does right

"The math is different"-Standard modifier, 1/2 level + ability mod, is a great improvement over 3.5 saves/attacks/skills.etc.

Rituals-separation of combat and non-combat spells and spreading the wealth to non-casters a bit are also very good principles. An expansion of Unearthed Arcana incantations.

Skill Challenges- Similarly, a core version of complex skill checks, and a way of using mechanics dynamically out of combat.


If someone could take these concepts and apply them to 3.5...
 

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Overall, I like the focus on "gameplay", that seems to influence all design decisions and every specific interesting aspect. How does a mechanic actually work at the table, during play?

This is probably my favorite change. While I understand many of the reasons why folks may not like this approach (and those reasons are valid, to be sure), this was a big deal for me. Many of 4E's rules changes were developed with the meta-game and actual play experience in mind. This means that 4E is more obviously a game (or perhaps it might be more correct to say that it's more transparently a game). This may take some folks out of the game, but for me, it gets the un-fun part of the game out of the way of the FUN part.

And I love, Love, LOVE skill challenges and minions (at least now that the math is not so wonky). Best combat I've ever had in 4E was a skill challenge. I could never have effectively run a combat with a party fighting 80 pirates both on the shore and on a pirate ship otherwise.

Oh, and the simplified monster blocks. And the ease of prep time. And lots of other stuff. 4E has some things I'm not wild about, but it has lots of stuff I'm over the moon for.
 

One of the posts in the "4e annoyances" reminded me: I feel 4e handles both artifacts and the issue of "killing deities" just right.
 

Many of 4E's rules changes were developed with the meta-game and actual play experience in mind.

I think overall everything I like about the game relates to this point.

If there was some sort of "This thing needs to have rules for it. vrs This thing doesn't need to have rules for it." o'meter 4e would be doing pretty well in my happy zone...

Especially on the DM side of the screen.
 

I like most of the things mentioned here. The one that I like a lot that hasn't been mentioned is this:

I really like the divorcing of Strength from all melee attacks. All I need to see is one Con-based melee class and my life will be complete. :)
 

I think if I were to select one thing I liked best about 4E, it's that the players are now the ones who really need to keep track of effects that are going on that their character generated. This frees up the DM to have more time for flavor, story, etc without having to worry about if someone has a +2 to hit or not.
 

*DM Prep*

I enjoy the "toolbox" focus of the game, Its a lot of fun to sit down and mix and match traps, terrains, combat/non-combat encounters and generate interesting and engaging adventures quickly and easily.

I also like how the player character rules are kept fairly separate from the basic core rules of the game, this means I don't have to learn whole new subsystems of rules every time someone wants to play a class I'm not necessarily familiar with. The modular nature of class powers makes it easy introduce new stuff to the game without much trouble.
 

The killer app for me is DM prep and easier running of the game.

Alot of this thread I'd end up repeating, but one I don't think that has been is the combination of flavoring and class builds and power choices, especially now that more is out, and the use of the CB has really made a lot of neat characters.

Just for instance is all the different types of clerics in my RPGA games. I've had a melee cleric that uses pole arms to reach through the first ranks, I've had a passifist cleric that would not do any damage, even a ranged cleric, and a non weapon cleric. I've seen several flavors and bents on some of them ass well. Not all classes are as versatile but I think a lot of them are. This is really cool.

I have one player that is all about doing the 'what the heck' characters with odd ball class/race builds and multiclass mixtures.

Finally I love the huge 'boom' that 4e has had on the RPGA. I have several good FLGS's in my area and all of them have active RPGA. They work with each other as well and If I wanted to I think I could play a game every Friday, Saturday, and Sunday (1st, 2nd, and 3rd weekends of the month), hopping from store to store. All day long on Saturdays as well.
 

For me it is the unit of action that is the "Power".

While the flavour and power level of certain powers are all over the place, the actual design concept of the power unit is incredibly solid. These single-handedly reduce the DM load, allow for rules clarity and vibrantly expand the in-game possibilities of actions (which due to current 4e restrictions has not yet been fully realized). While the at-will/encounter/daily framework that they have been tied to causes a handful of simulationist issues for me, they are ready and raring to go for new possible frameworks that they could be tied to - something that will most likely happen as 4e continues expanding.

I think the "Power" unit will be the first thing kept in any future editions of the game.

Best Regards
Herremann the Wise
 

It's very cool that it's still doable. But what's cooler is that there's a much greater chance the DM will know you can do it vs. not know you can do it. The universe of options in play (I specifically mean 3e spells vs. 4e rituals) is much smaller in 4e and therefore much easier for the DM to keep inventory on characters' abilities.
To that I would say it early days yet and in 10 years there will be a hell of a lot of rituals lying about.:lol:
 

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