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What CAN'T you do with 4e?
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<blockquote data-quote="I'm A Banana" data-source="post: 4284824" data-attributes="member: 2067"><p>What does 3e do better?</p><p></p><p>#1: Nautical or Aquatic campaigns, where there are sailing ships and sharks and lots of swimming. 3e had some pretty extensive aquatic rules.</p><p></p><p>#2: As you mentioned above: "Mundanes" campaigns, where you play normal folks caught up in things. 3e's NPC classes were excellent, but even just playing from levels 1-5ish could have given you that feel.</p><p></p><p>#3: Monsters as PC's. The system was horribly flawed, but it works a lot better than 4e's "You can't" rule. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>#4: Wilderness exploration. Rules for weather, climate, terrain, random encounters, and monster habitat lead a very "living world" feel to the game, while 4e focuses more on "Have an encounter if your bored!"</p><p></p><p>#5: Evil Parties; Good vs. Good campaigns. 3e had a quantity of Good adversaries, and could make the distinction between types of evil so that evil fighting evil seemed to make a sort of thematic sense. 4e runs the route of "everything is morally ambiguous!" which doesn't help foster that style as much.</p><p></p><p>#6: Different eras and parts of the world. 3e had support for this (though a small amount) built right into the DMG. 4e lacks it entirely.</p><p></p><p>....that's the short list.</p><p></p><p>Note that 4e probably could do a lot of these, they'd just require some supplements, while 3e could handle these right out of the gate.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4284824, member: 2067"] What does 3e do better? #1: Nautical or Aquatic campaigns, where there are sailing ships and sharks and lots of swimming. 3e had some pretty extensive aquatic rules. #2: As you mentioned above: "Mundanes" campaigns, where you play normal folks caught up in things. 3e's NPC classes were excellent, but even just playing from levels 1-5ish could have given you that feel. #3: Monsters as PC's. The system was horribly flawed, but it works a lot better than 4e's "You can't" rule. ;) #4: Wilderness exploration. Rules for weather, climate, terrain, random encounters, and monster habitat lead a very "living world" feel to the game, while 4e focuses more on "Have an encounter if your bored!" #5: Evil Parties; Good vs. Good campaigns. 3e had a quantity of Good adversaries, and could make the distinction between types of evil so that evil fighting evil seemed to make a sort of thematic sense. 4e runs the route of "everything is morally ambiguous!" which doesn't help foster that style as much. #6: Different eras and parts of the world. 3e had support for this (though a small amount) built right into the DMG. 4e lacks it entirely. ....that's the short list. Note that 4e probably could do a lot of these, they'd just require some supplements, while 3e could handle these right out of the gate. [/QUOTE]
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