Like the title says, what do you like about 4e?
There are a few 4isms that I think are decent. Here's a list of the top of my head:
General mechanics:
- Second Wind. Reduces healing dependency.
- Condensed skill list. I think all skills should be useful in some way. However, I prefer a synthesis of pathfinder and 4e. I hate that they got rid of craft skills. But this thread is not about what I h4te so I'll stick to what I like!
- Opportunity actions- One per combatant per turn. A clear nod to the meat shields. However, it is a mark against them that so few actions provoke them. So, not that aspect of OA's. And I'd still call them AoO's. Why change the name I don't know.
- Some class abilities- For example, I like fighters combat challenge (NOT "Roles" in such an official sense) and combat superiority. These allow him to be more than just a speed bump.
- Rituals. I think they should be altered a bit however. Wizards should not be able to learn 'cleric' rituals. I'd divide them among the 'big three' Wizards would cast 'rituals', Clerics would perform 'rites' and Druids/Shamen 'ceremonies' for flavor reasons.
- Disease/poison/other special Track and Progression. I like this and think it could be expanded. Some things work slowly through the system and can be used as tension builders and are conceptually feasible (as opposed to 'realistic')
What about you?
There are a few 4isms that I think are decent. Here's a list of the top of my head:
General mechanics:
- Second Wind. Reduces healing dependency.
- Condensed skill list. I think all skills should be useful in some way. However, I prefer a synthesis of pathfinder and 4e. I hate that they got rid of craft skills. But this thread is not about what I h4te so I'll stick to what I like!
- Opportunity actions- One per combatant per turn. A clear nod to the meat shields. However, it is a mark against them that so few actions provoke them. So, not that aspect of OA's. And I'd still call them AoO's. Why change the name I don't know.
- Some class abilities- For example, I like fighters combat challenge (NOT "Roles" in such an official sense) and combat superiority. These allow him to be more than just a speed bump.
- Rituals. I think they should be altered a bit however. Wizards should not be able to learn 'cleric' rituals. I'd divide them among the 'big three' Wizards would cast 'rituals', Clerics would perform 'rites' and Druids/Shamen 'ceremonies' for flavor reasons.
- Disease/poison/other special Track and Progression. I like this and think it could be expanded. Some things work slowly through the system and can be used as tension builders and are conceptually feasible (as opposed to 'realistic')
What about you?