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What Do You Like About 4e?
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<blockquote data-quote="Ferghis" data-source="post: 5985177" data-attributes="member: 40483"><p>As a player, making the math work so much better, and making different classes and races comparable in strength and ability to contribute to the game is a huge advantage. Flatter math might be even better (I don't know), but there is a noteworthy sense that everyone can adequately participate in combat, which is great.</p><p></p><p>I love surges and how healing is dealt with. The fact that I can almost die in a fight and regularly still start the next one with a full complement of HP without draining the cleric's spells is great game design, in my mind. </p><p></p><p>I really like rituals, and the way they allow casters to cast non-combat spells without having to commit to the spell with a vancian slot. Not having to choose between Tenser's Floating Disk or Floating Lights makes playing spellcasters much, much easier.</p><p></p><p>I'm torn about the tactical game. I enjoy it much more than prior edition combat, but it soaks up a ridiculous amount of time, especially at paragon/epic, at least for us. So there's that.</p><p></p><p>Making things easier on the DM is a big, no, huge thing. The DM already has a ton of work. I can't say enough about this, so I'm going to stop here.</p><p></p><p>I don't know whether others feel that this is an intrinsic part of the game, but a D&Di subscription that makes all parts of the rules available (for lookup and for character and monster building) for a relatively cheap price is a huge benefit for me. They are certainly imperfect, but they were big for me.</p><p></p><p>Thanks for saying this. I never quite figured out how to articulate it, but I like these defenses a lot. I really wished Next would keep them.</p><p></p><p>Despite the condition list being well-defined, the amount of effects we pile on is dramatic in 4e. Some of my gnome mage's effects are a paragraph long, and tracking that adds to the work (and the long</p></blockquote><p></p>
[QUOTE="Ferghis, post: 5985177, member: 40483"] As a player, making the math work so much better, and making different classes and races comparable in strength and ability to contribute to the game is a huge advantage. Flatter math might be even better (I don't know), but there is a noteworthy sense that everyone can adequately participate in combat, which is great. I love surges and how healing is dealt with. The fact that I can almost die in a fight and regularly still start the next one with a full complement of HP without draining the cleric's spells is great game design, in my mind. I really like rituals, and the way they allow casters to cast non-combat spells without having to commit to the spell with a vancian slot. Not having to choose between Tenser's Floating Disk or Floating Lights makes playing spellcasters much, much easier. I'm torn about the tactical game. I enjoy it much more than prior edition combat, but it soaks up a ridiculous amount of time, especially at paragon/epic, at least for us. So there's that. Making things easier on the DM is a big, no, huge thing. The DM already has a ton of work. I can't say enough about this, so I'm going to stop here. I don't know whether others feel that this is an intrinsic part of the game, but a D&Di subscription that makes all parts of the rules available (for lookup and for character and monster building) for a relatively cheap price is a huge benefit for me. They are certainly imperfect, but they were big for me. Thanks for saying this. I never quite figured out how to articulate it, but I like these defenses a lot. I really wished Next would keep them. Despite the condition list being well-defined, the amount of effects we pile on is dramatic in 4e. Some of my gnome mage's effects are a paragraph long, and tracking that adds to the work (and the long [/QUOTE]
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