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What do you like about 4E? (not a battle in the Edition Wars :^) )
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<blockquote data-quote="Vartan" data-source="post: 5075079" data-attributes="member: 26155"><p>I asked myself the same question when I wrote my initial post, but I didn't want to limit the scope of the discussion to rules alone: I want us to talk about anything we like about 4E, be it artwork, rules, the game's "concept" or a combination of all three. I'm especially impressed with the quality of general gaming guidance that the core rulebooks intersperse amongst their "crunchy bits," and I think the ongoing development of skill challenge design bridges the gap between rules and roleplay. Of course, the "General RPG Discussion" board also has the benefit of casting a wide net with which to catch discussion points...but I think the topic itself is about more than just rules.</p><p></p><p>I see in your sig that you identify yourself as a "non-DDI 4E DM." I'm really interested to hear your opinions on 4th Edition's strengths, rules-related or otherwise. DDI is one of my favorite things about 4E but I think the game stands well on its own: what do you like most about 4E?</p><p></p><p></p><p></p><p>JBear, I'm out of Experience Points for the day but you deserve one. Your first three observations are spot on: as a player and as a DM I like seeing regular character advancement rewards, I like the fact that 1st level characters can do more than one or two things, and I think the classes are really well balanced. One thing I don't particularly like about the class system is the assignment of "roles," but I have a feeling that if the game omitted mention of those roles we would still find ways to make fun, formidable adventuring parties. Heck, I've seen more than one high-level LFR table comprised of 5 strikers and 1 leader rock the house.</p><p></p><p>As for the "say yes" mentality: it's hard to talk about without drawing comparisons to other editions of D&D or trends that are embodied by competing systems...but yes! With a balanced game system, a DM who is quick on his or her feet and a group of solid roleplayers it's easy to say yes.</p><p></p><p></p><p></p><p>I don't want to comment too extensively on previous D&D editions but, based on my experience, I can say that playing a spellcaster has traditionally been a "pay your dues and you'll rule the world after level 9" endeavor. I miss the uber-power of high-level spells from previous editions but I like the idea of playing a 1st level Wizard whose lot in life isn't to fire off one Magic Missile or Sleep spell per day while he waits for the day when he'll be able to fry entire armies. It's a good trade-off. I'm not familiar with Pathfinder but I'm familiar with the rules upon which it is based and I think players will really appreciate the extra 0-level spells <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p></p><p>QFT. The first battle of my current campaign was between the PCs and a group of brigands led by the spoiled scion of a noble house. Instead of starting with a blank slate I pulled a few monsters, changed their flavor text and tweaked their powers and...voila! I had a setting-appropriate, mechanically balanced combat encounter. Granted, you can do this in any RPG, but 4E makes it so darn easy that I feel encouraged to re-skin and otherwise touch up my bad guys.</p></blockquote><p></p>
[QUOTE="Vartan, post: 5075079, member: 26155"] I asked myself the same question when I wrote my initial post, but I didn't want to limit the scope of the discussion to rules alone: I want us to talk about anything we like about 4E, be it artwork, rules, the game's "concept" or a combination of all three. I'm especially impressed with the quality of general gaming guidance that the core rulebooks intersperse amongst their "crunchy bits," and I think the ongoing development of skill challenge design bridges the gap between rules and roleplay. Of course, the "General RPG Discussion" board also has the benefit of casting a wide net with which to catch discussion points...but I think the topic itself is about more than just rules. I see in your sig that you identify yourself as a "non-DDI 4E DM." I'm really interested to hear your opinions on 4th Edition's strengths, rules-related or otherwise. DDI is one of my favorite things about 4E but I think the game stands well on its own: what do you like most about 4E? JBear, I'm out of Experience Points for the day but you deserve one. Your first three observations are spot on: as a player and as a DM I like seeing regular character advancement rewards, I like the fact that 1st level characters can do more than one or two things, and I think the classes are really well balanced. One thing I don't particularly like about the class system is the assignment of "roles," but I have a feeling that if the game omitted mention of those roles we would still find ways to make fun, formidable adventuring parties. Heck, I've seen more than one high-level LFR table comprised of 5 strikers and 1 leader rock the house. As for the "say yes" mentality: it's hard to talk about without drawing comparisons to other editions of D&D or trends that are embodied by competing systems...but yes! With a balanced game system, a DM who is quick on his or her feet and a group of solid roleplayers it's easy to say yes. I don't want to comment too extensively on previous D&D editions but, based on my experience, I can say that playing a spellcaster has traditionally been a "pay your dues and you'll rule the world after level 9" endeavor. I miss the uber-power of high-level spells from previous editions but I like the idea of playing a 1st level Wizard whose lot in life isn't to fire off one Magic Missile or Sleep spell per day while he waits for the day when he'll be able to fry entire armies. It's a good trade-off. I'm not familiar with Pathfinder but I'm familiar with the rules upon which it is based and I think players will really appreciate the extra 0-level spells :) QFT. The first battle of my current campaign was between the PCs and a group of brigands led by the spoiled scion of a noble house. Instead of starting with a blank slate I pulled a few monsters, changed their flavor text and tweaked their powers and...voila! I had a setting-appropriate, mechanically balanced combat encounter. Granted, you can do this in any RPG, but 4E makes it so darn easy that I feel encouraged to re-skin and otherwise touch up my bad guys. [/QUOTE]
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