Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What Core Class was actually fun to play
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="small pumpkin man" data-source="post: 3974933" data-attributes="member: 57910"><p>It's there, I don't know why you haven't seen it, more dynamic social rules, a new skill system designed with the same "everyone can participate" ethos, an XP system with concrete rules for goal attainment rewards as opposed to just killing monsters, siloing of abilities so that all classes and all characters will have out of combat abilities, not to mention that their including PoL to help new GM's create their very own homebrew world, it's all been shown.</p><p></p><p>Considering the rules of the game have always been mostly about combat, with out of combat and social rules essentially tacked on, I don't see how you can argue that 4e will be <em>more</em> hack and slash orientated.</p><p></p><p></p><p></p><p>In regards to the OP I'd like to say that as a relatively experienced player, no, I don't really see those as problems, because I'm perfectly capable of working around the system when creating characters so that they don't have those problems, however when starting out, yes, I had problems with some of those things, and I have seen other less experienced players have problems where they've created a character, gotten ready to go, and then gone, "I don't get to be a Hero today? I have to wait? oh, okay...", I think this is a serious roadblock in the designers stated goal of making the game easier to get into.</p><p></p><p>I'd also like to point out that many of these problems become more obvious, or at least more important to me when I started GMing, and was required, again to "work against the system" when creating encounters, to make sure there aren't too many undead for example, because even though the rogue player's actually shown himself to be quite capable of affecting the outcome of combat even without sneak attack, it still feels like I'm picking on him when I say "your major combat power is useless against this guy", not to mention that the characters are starting to get get to mid levels, and my "explore, talk, puzzle, one combat" style is starting favor the Wizard too much, which I wouldn't have to deal with in 4e or SW SE.</p></blockquote><p></p>
[QUOTE="small pumpkin man, post: 3974933, member: 57910"] It's there, I don't know why you haven't seen it, more dynamic social rules, a new skill system designed with the same "everyone can participate" ethos, an XP system with concrete rules for goal attainment rewards as opposed to just killing monsters, siloing of abilities so that all classes and all characters will have out of combat abilities, not to mention that their including PoL to help new GM's create their very own homebrew world, it's all been shown. Considering the rules of the game have always been mostly about combat, with out of combat and social rules essentially tacked on, I don't see how you can argue that 4e will be [i]more[/i] hack and slash orientated. In regards to the OP I'd like to say that as a relatively experienced player, no, I don't really see those as problems, because I'm perfectly capable of working around the system when creating characters so that they don't have those problems, however when starting out, yes, I had problems with some of those things, and I have seen other less experienced players have problems where they've created a character, gotten ready to go, and then gone, "I don't get to be a Hero today? I have to wait? oh, okay...", I think this is a serious roadblock in the designers stated goal of making the game easier to get into. I'd also like to point out that many of these problems become more obvious, or at least more important to me when I started GMing, and was required, again to "work against the system" when creating encounters, to make sure there aren't too many undead for example, because even though the rogue player's actually shown himself to be quite capable of affecting the outcome of combat even without sneak attack, it still feels like I'm picking on him when I say "your major combat power is useless against this guy", not to mention that the characters are starting to get get to mid levels, and my "explore, talk, puzzle, one combat" style is starting favor the Wizard too much, which I wouldn't have to deal with in 4e or SW SE. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What Core Class was actually fun to play
Top