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What Do You Like About 4e?
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<blockquote data-quote="Badapple" data-source="post: 5993284" data-attributes="member: 71811"><p>In addition to the many fine things already mentioned,</p><p> </p><p>I like the bloodied condition - how monsters and pcs can have abilities trigger off of it... adds a nice rp element as well to combats</p><p> </p><p>I like temporary hit points - they've existed before, such as with the aid spell, but 4e really embraced it and had lots of spells and powers grant them.</p><p> </p><p>I love rituals... especially how most of the various non combat utility type spells get turned into rituals and the regular powers/memorized spells are combat based.</p><p> </p><p>I like the disease track - there's a huge potential for expanding on this. I like seeing monsters that do non hp persistant/scary effects to characters.</p><p> </p><p>In conjuction with the above... I really like how remove curse/cure disease rituals require a skill roll, with variable results so it was never a given that the condition would be removed without some cost.</p><p> </p><p>Healing surges - I really thought this was an exceedingly clever mechanic. What I loved most about them is that all fights mattered. All damage mattered. If anyone ever gets hit, even in a trivial fight, and they heal back at the end of it, they have lost a surge and some of their overall strength.</p><p> </p><p>Variety - love the huge number of character classes, how they all play differently, and how each class has multiple "builds" that are really seperate classes in their own right. And even the same class and same build could be very different depending on feats and powers choses.</p><p> </p><p>Options - Any character class had many different choices to do in combat... a human had 3 at wills, an encounter, and a daily all at first level... possibly another encounter depending on background. Six different options in addition to a basic attack! It's amazing how spoiled I've gotten and how used to this I've gotten. Think of all the 4e threads that complain when combat goes beyond round four and "all I have is my at wills"... sheesh prior to 4e I didn't have at wills to choose from...</p><p> </p><p>Critical hits - I liked how 4e implemented them</p><p> </p><p>Action points - Really let a character shine in dramatic fashion.</p><p> </p><p>High levels! Other than BECMI (where we had a campaign go up to 28th level) this was an edition that still played well at high levels... No problem at all to have charaters at 15th level or higher!</p><p> </p><p>And the number one thing by far was the ease and joy of DMing... oh so easy and fun to create NPCs and encounters. Lots of really interesting monster abilities. Rarely had to reference a book while running the game.</p></blockquote><p></p>
[QUOTE="Badapple, post: 5993284, member: 71811"] In addition to the many fine things already mentioned, I like the bloodied condition - how monsters and pcs can have abilities trigger off of it... adds a nice rp element as well to combats I like temporary hit points - they've existed before, such as with the aid spell, but 4e really embraced it and had lots of spells and powers grant them. I love rituals... especially how most of the various non combat utility type spells get turned into rituals and the regular powers/memorized spells are combat based. I like the disease track - there's a huge potential for expanding on this. I like seeing monsters that do non hp persistant/scary effects to characters. In conjuction with the above... I really like how remove curse/cure disease rituals require a skill roll, with variable results so it was never a given that the condition would be removed without some cost. Healing surges - I really thought this was an exceedingly clever mechanic. What I loved most about them is that all fights mattered. All damage mattered. If anyone ever gets hit, even in a trivial fight, and they heal back at the end of it, they have lost a surge and some of their overall strength. Variety - love the huge number of character classes, how they all play differently, and how each class has multiple "builds" that are really seperate classes in their own right. And even the same class and same build could be very different depending on feats and powers choses. Options - Any character class had many different choices to do in combat... a human had 3 at wills, an encounter, and a daily all at first level... possibly another encounter depending on background. Six different options in addition to a basic attack! It's amazing how spoiled I've gotten and how used to this I've gotten. Think of all the 4e threads that complain when combat goes beyond round four and "all I have is my at wills"... sheesh prior to 4e I didn't have at wills to choose from... Critical hits - I liked how 4e implemented them Action points - Really let a character shine in dramatic fashion. High levels! Other than BECMI (where we had a campaign go up to 28th level) this was an edition that still played well at high levels... No problem at all to have charaters at 15th level or higher! And the number one thing by far was the ease and joy of DMing... oh so easy and fun to create NPCs and encounters. Lots of really interesting monster abilities. Rarely had to reference a book while running the game. [/QUOTE]
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