What do you love about 4e

Najo

First Post
I would like to hear what it is you love about D&D 4e. Share what you feel are its best traits and why you love it so much.
 

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Despite my overall dislike for 4e, here are the things I do think were done right.

1. Making most of the non-biological racial abilities into feats. I never liked the non-biological aspects of races being part of the racial write-up and had hoped this would have been done in 3e. I just wish the designers had extended it to things like dwarven weapon proficiency and the half elf diplomatic ability.

2. Second Wind, but would have liked it more if hp loss caused fatigue and exhaustion.

3. Passive Perception. Very cool and elegant.

4. Con bonus only at first level. I never understood why the con bonus was added after first level.
 

*crickets*

Just kidding. While I won't be switching to 4th Edition, I do have to admit that the new skill system is sweet. And I like the way that two-weapon fighting works.
 

1) Simplicty again for me as DM :) I can enjoy DMing again.

2) Non-casters are damned good now (and I love wizards, fyi, as my main pleasure)

3) Shadowfell works better than Shadow Plane, Feywild is great addition.

4) Reducing power of magic items (though I think it's a bit over done!) What's better is removing the reliance on magic items.

5) Simplifying combat into standard, move, minor, with removal of 5' step, and new save and attack vs defence mechanic.
As DM I no longer have to roll saves for all the damned creatures being attacked, the player has to do it: hehe at last ;)
 

A few things:

- No class feels worthless in any situation. Is the balance perfect? No. Are some classes better than others, in the same role or otherwise? Yeah, probably. But no one actually sucks, and no one is quite CoDzilla, either.

- For that matter, few options at all seem to suck.

- Teamwork seems pretty highly emphasized, as evidenced by the powers and roles. Looking at the 4e Character Optimization board, how many PvP (player vs. player) threads do you see so far? Exactly. I've got a little bit of powergamer in me, myself, but when I'm thinking as much about how how my abilities synergize with those of the other members of my party as I am about "kicking butt," then this game must be doing something right.

- Everyone is MAD to an extent. Furthermore, those classes that are a little more MAD that others (Paladins, Warlocks, Rangers) still aren't hurt that much by it.

- No matter what your class is, your class is more important than your items.

- Minion rules are "teh awesome." Finally, mooks that can actually be threatening. Swarms are even more awesome.

- Even if the math behind it is incredibly wonky, the Skill Challenge is an awesome concept and the first time I've ever really seen any D&D game pay any sort of real attention to complex roleplaying scenarios.

- Those ridiculous double weapons are gone. Good riddance. Darth Maul was so last decade.
 

The system for building encounters, with monster levels and minion/normal/elite/solo monsters is a vast improvement.

Fully statted dragons in the Monster Manual.

There are other things, but those are the biggest at the moment.
 

The ability to rule on things fast, Defenses all boiled down to a single number. Powers that really add to a combat .Building adventures is really easy and dare I say it. fun! Monsters stated out in a 2e sort of way.All skills are usable by every class. Passive skills. There is more I like but the stuff above is what I like best so far.
 

The combat section at the end of the PHB. Maybe I will grow to hate it, but for now I love it.

The new Cleric.

At will powers

Shifty Kobolds

Actually, and this is going to sound crazy, I really like the battlemat. I started playing 4E matless and figureless and it works a lot better than advertised, but 4E is the first game to actually make playing with maps and figures fun for me.

The New Paladin.

Eladrin.

Dwarves.

Healing surges.

OAs.
 

I like that the wizard is still a frigging full on D&D wizard. This is beyond awesome and everything I had hoped when I heard the gloom and doom of 'Wizard will just be a 3E sorcerer or 3.5E warlock now'.

And I like that I could give said wizard to any player in most of the groups I've gamed in and they could play the class well. I may have enjoyed finding the spells that look weak but end up fantastic (ray of enfeeblement) out of lists of 60+. But it's a lot of needless complexity.

..Never mind the spells themselves.

"I cast ray of enfeeblement! Hits touch AC 15"

"Okay, what does it do?"

"Is the snake's Strength score odd or even? And how many natural attacks are in the attack routine? I think constrict uses 1.5 str, at least..."

(actual table exchange between me and a DM)
 

NPC and Monster design. I hated the way 3e had such a strict formula for creating everything. The new system really gets rid of a lot of things that drug the old one down. Now I don't have to give every NPC dozens of skills and feats they'll never use, and if I want to give them a few feats/powers/skills extra, it won't be "wrong."
 

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