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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are the 4E changes you like?
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<blockquote data-quote="Ajax23" data-source="post: 4097609" data-attributes="member: 61016"><p>Based on the little we have seen so far, I like the following:</p><p></p><p>Revamping of Spellcaster Roles: I admit I was very skeptical of the result when vancian magic was declared dead (or mostly dead), but one of the biggest changes I like is the impact it has on how clerics and mages are played. Clerics are now more than just a walking first aid kit, which is a huge plus. Mages can no use some form of magic attack during combat at will, without having to make the decision of "do I waste a magic missile here or use my crossbow?" These changes, IMHO, make these two classes more interesting to play.</p><p></p><p>Healing Surges: A subset of the first, I really like how the mechanic works, and I think it will help to make for longer-lasting dungeon delves.</p><p></p><p>Minions: I absolutely love the fact that the game now treats cannon-fodder as such: minor adversaries that are relatively easy to kill yet cannot be wholly ignored. The entire concept makes mass combats fun and easy to keep track of.</p><p></p><p>Simplified Combat: Like most others, I am impressed with how combat plays in this version. While not perfect, it seems to run more smoothly and easily than in 2e or 3e. </p><p></p><p>These are the big items I like so far, subject of course to revisiting once we see the full rule set.</p></blockquote><p></p>
[QUOTE="Ajax23, post: 4097609, member: 61016"] Based on the little we have seen so far, I like the following: Revamping of Spellcaster Roles: I admit I was very skeptical of the result when vancian magic was declared dead (or mostly dead), but one of the biggest changes I like is the impact it has on how clerics and mages are played. Clerics are now more than just a walking first aid kit, which is a huge plus. Mages can no use some form of magic attack during combat at will, without having to make the decision of "do I waste a magic missile here or use my crossbow?" These changes, IMHO, make these two classes more interesting to play. Healing Surges: A subset of the first, I really like how the mechanic works, and I think it will help to make for longer-lasting dungeon delves. Minions: I absolutely love the fact that the game now treats cannon-fodder as such: minor adversaries that are relatively easy to kill yet cannot be wholly ignored. The entire concept makes mass combats fun and easy to keep track of. Simplified Combat: Like most others, I am impressed with how combat plays in this version. While not perfect, it seems to run more smoothly and easily than in 2e or 3e. These are the big items I like so far, subject of course to revisiting once we see the full rule set. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
What are the 4E changes you like?
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