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<blockquote data-quote="Dausuul" data-source="post: 4988378" data-attributes="member: 58197"><p>In general, my feeling about 4E is that it nailed most of what I want out of D&D, but needed another six months of polishing the crunch and tightening up the fluff.</p><p></p><p>Specific things that I think 4E nailed:</p><p></p><ul> <li data-xf-list-type="ul"><em>The power curve.</em> Characters at the starting levels are no longer total weenies, and characters at the higher levels are no longer omnipotent deities.</li> <li data-xf-list-type="ul">The <em>fighter and rogue classes</em> are so much better now than they have ever been.</li> <li data-xf-list-type="ul"><em>Minions </em>are freakin' brilliant. You can now set up scenarios with the PCs holding the line against dozens of foes, without it being a nightmare to keep track of 'em all.</li> <li data-xf-list-type="ul"><em>Ritual magic.</em> I have quibbles with some specific rituals, but the overall concept of ritual magic is very solid.</li> <li data-xf-list-type="ul"><em>Monster/encounter design.</em> Putting together a fun encounter is both far easier and much more fun than it was in 3E.</li> <li data-xf-list-type="ul">I give skill challenges credit for potential. I don't think they've realized their potential yet, however; the system is clunky and hard to use.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 4988378, member: 58197"] In general, my feeling about 4E is that it nailed most of what I want out of D&D, but needed another six months of polishing the crunch and tightening up the fluff. Specific things that I think 4E nailed: [LIST] [*][I]The power curve.[/I] Characters at the starting levels are no longer total weenies, and characters at the higher levels are no longer omnipotent deities. [*]The [I]fighter and rogue classes[/I] are so much better now than they have ever been. [*][I]Minions [/I]are freakin' brilliant. You can now set up scenarios with the PCs holding the line against dozens of foes, without it being a nightmare to keep track of 'em all. [*][I]Ritual magic.[/I] I have quibbles with some specific rituals, but the overall concept of ritual magic is very solid. [*][I]Monster/encounter design.[/I] Putting together a fun encounter is both far easier and much more fun than it was in 3E. [*]I give skill challenges credit for potential. I don't think they've realized their potential yet, however; the system is clunky and hard to use. [/LIST] [/QUOTE]
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