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<blockquote data-quote="Emirikol" data-source="post: 4990645" data-attributes="member: 10638"><p>Hi, I'm Emirikol and 4E is not my game of choice. Although evolution of the game has always been based on refinements (e.g. fewer saving throw categories, ridding ourselves of THACO charts, etc.), there are a few things that I felt 4E did new-right.</p><p></p><p>30 years of DMing and I felt that 4e did one thing right for DM's: </p><p>prep time is more efficient. I feel that seperating combats from the story is a great idea..when it started in RED HAND OF DOOM 3.5E layouts, I knew it would stick to the new edition. Since combats take up so much of D&D gaming in general, it was wise to make that the focus of refining DM prep time. I can hope that in the next incarnation that they get rid of DM-tracking things like ongoing damage and multiple-round conditions, and I would be thrilled to give this game another shot.</p><p></p><p>As a player, I enjoyed having multiple special abilities that seemed equal to other players. I've always been a fan of game balance. Weapons and armor have also been balanced and the magic item crutch removed.</p><p></p><p>I feel that it managed to accomplish getting rid of the sweet spot like in prior editions. All levels definitely feel equal.</p><p> </p><p></p><p>jh</p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 4990645, member: 10638"] Hi, I'm Emirikol and 4E is not my game of choice. Although evolution of the game has always been based on refinements (e.g. fewer saving throw categories, ridding ourselves of THACO charts, etc.), there are a few things that I felt 4E did new-right. 30 years of DMing and I felt that 4e did one thing right for DM's: prep time is more efficient. I feel that seperating combats from the story is a great idea..when it started in RED HAND OF DOOM 3.5E layouts, I knew it would stick to the new edition. Since combats take up so much of D&D gaming in general, it was wise to make that the focus of refining DM prep time. I can hope that in the next incarnation that they get rid of DM-tracking things like ongoing damage and multiple-round conditions, and I would be thrilled to give this game another shot. As a player, I enjoyed having multiple special abilities that seemed equal to other players. I've always been a fan of game balance. Weapons and armor have also been balanced and the magic item crutch removed. I feel that it managed to accomplish getting rid of the sweet spot like in prior editions. All levels definitely feel equal. jh .. [/QUOTE]
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