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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What Do You Like About 4e?
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<blockquote data-quote="wedgeski" data-source="post: 5985037" data-attributes="member: 16212"><p>After DM'ing it for as long as it's been around, I've come to settle on a few headline items, all of which I've heard from countless other DM's over the years. Still, no-one said I had to be original!</p><p></p><p>* Monster, trap, challenge, encounter building... these are so, so sweet now, especially with the electronic tools. Since these are essentially 90% of my prep, it's no surprise this is my favourite edition to DM.</p><p></p><p>* The tactical combat system has incredible depth. This is great for important, climactic encounters where there's lots at stake, but a pain in the butt for the smaller, more incidental encounters that make up a lot of a traditional game of D&D (at my table at least). Still, there are lots of ways to simplify and streamline the rules for quicker encounters, and it's much easier to reduce a system with tons of depth than it is to enrich a system which is, by comparison, shallow. It would have been nice for such options to be built into the rules...but when I think back on the complex, exciting, multi-layered encounters we've run in the last few years, I can't help but love the system that made it possible.</p><p></p><p>* Challenging the players is relatively easy. I can challenge any class, of any level, at any time, in and out of combat, in multiple ways, and don't have to obsess about the damn wizard circumventing hours and hours of prep with one spell. [MENTION=5656]Someone[/MENTION], above, nailed it in his second point.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 5985037, member: 16212"] After DM'ing it for as long as it's been around, I've come to settle on a few headline items, all of which I've heard from countless other DM's over the years. Still, no-one said I had to be original! * Monster, trap, challenge, encounter building... these are so, so sweet now, especially with the electronic tools. Since these are essentially 90% of my prep, it's no surprise this is my favourite edition to DM. * The tactical combat system has incredible depth. This is great for important, climactic encounters where there's lots at stake, but a pain in the butt for the smaller, more incidental encounters that make up a lot of a traditional game of D&D (at my table at least). Still, there are lots of ways to simplify and streamline the rules for quicker encounters, and it's much easier to reduce a system with tons of depth than it is to enrich a system which is, by comparison, shallow. It would have been nice for such options to be built into the rules...but when I think back on the complex, exciting, multi-layered encounters we've run in the last few years, I can't help but love the system that made it possible. * Challenging the players is relatively easy. I can challenge any class, of any level, at any time, in and out of combat, in multiple ways, and don't have to obsess about the damn wizard circumventing hours and hours of prep with one spell. [MENTION=5656]Someone[/MENTION], above, nailed it in his second point. [/QUOTE]
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What Do You Like About 4e?
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