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What do you love about 4e
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<blockquote data-quote="Gothmog" data-source="post: 4298748" data-attributes="member: 317"><p>* Everything really</p><p></p><p>* Short prep time!!!!!! I can prep a 4 hour session inside an hour- just like in 1E and 2E- this is how it should be.</p><p></p><p>* No more suck-a$$ dungeonpunk art! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I also really like most of the art has the characters in an environment or in context to their world.</p><p></p><p>* No more need for magic item Christmas tree PCs. In fact, there are even guidelines in the DMG for low magic games!</p><p></p><p>* Reduction in magic item power level- now they are useful tools rather than necessities, and the character's skills and powers matter much more than items.</p><p></p><p>* Rules are streamlined and simplified- the game is much more rules-transparent</p><p></p><p>* Rules are simple and modular- can ignore or swap things out much more easily</p><p></p><p>* The game seems to scale much better and the power curve of PCs is linear rather than exponential</p><p></p><p>* No more feat trees or complicated character builds. This means characters can be allowed to develop and grow organically as the game progresses without worrying about prereqs, feat trees, prestige classes (I'm so glad those are gone), etc. Players building a character at creation from levels 1-20 and pre-selecting every feat, skill, spell, and magic item they gained along the way REALLY annoyed me.</p><p></p><p>* Much harder to make a one-trick pony character (trip monkey, etc) that uses the same tactics EVERY encounter to exploit a hole in the rules. Likewise, munchkinery seems to be harder to achieve.</p><p></p><p>* Combats are more dynamic and fun</p><p></p><p>* No sucky classes anymore- everyone has something interesting and fun to do</p><p></p><p>* No more domination of the game by casters</p><p></p><p>* Powers- pure genius</p><p></p><p>* Multiclassing is no longer broken and too powerful- characters in 3E would cherry-pick levels for tons of powers, skills, and proficiencies with little loss of power, and often huge power gains.</p><p></p><p>* Rituals- these are 100% pure awesome, and capture the flavor of myths and literature much better for a magic system</p><p></p><p>* Alignment is a secondary concern, instead a creature's type determines what magical powers can affect it</p><p></p><p>* Monster stat block and new monster design theory- much easier and simpler to run monsters, AND DMs are encouaged to add in their own seconday/non-combat powers for monsters</p><p></p><p>* Minions- didn't think I'd like them, but after seeing them in play, they are a credible threat and dangerous rather than throwaway mooks</p><p></p><p>* The new cosmology is awesome and a breath of fresh air to the stale old Great Wheel we've had for 20 years. I love primordials, Feywild, Astral Sea, Shadowfell, Elemental Chaos- all of it rocks!</p><p></p><p>* Asmodeus as a god- about time! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> And Tharizdun is back!</p><p></p><p>* Far Realm has a place in the cosmology now. Mmmmm....yummy Far Realm. Can't have enough Lovecraftian influences in my D&D.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4298748, member: 317"] * Everything really * Short prep time!!!!!! I can prep a 4 hour session inside an hour- just like in 1E and 2E- this is how it should be. * No more suck-a$$ dungeonpunk art! :) I also really like most of the art has the characters in an environment or in context to their world. * No more need for magic item Christmas tree PCs. In fact, there are even guidelines in the DMG for low magic games! * Reduction in magic item power level- now they are useful tools rather than necessities, and the character's skills and powers matter much more than items. * Rules are streamlined and simplified- the game is much more rules-transparent * Rules are simple and modular- can ignore or swap things out much more easily * The game seems to scale much better and the power curve of PCs is linear rather than exponential * No more feat trees or complicated character builds. This means characters can be allowed to develop and grow organically as the game progresses without worrying about prereqs, feat trees, prestige classes (I'm so glad those are gone), etc. Players building a character at creation from levels 1-20 and pre-selecting every feat, skill, spell, and magic item they gained along the way REALLY annoyed me. * Much harder to make a one-trick pony character (trip monkey, etc) that uses the same tactics EVERY encounter to exploit a hole in the rules. Likewise, munchkinery seems to be harder to achieve. * Combats are more dynamic and fun * No sucky classes anymore- everyone has something interesting and fun to do * No more domination of the game by casters * Powers- pure genius * Multiclassing is no longer broken and too powerful- characters in 3E would cherry-pick levels for tons of powers, skills, and proficiencies with little loss of power, and often huge power gains. * Rituals- these are 100% pure awesome, and capture the flavor of myths and literature much better for a magic system * Alignment is a secondary concern, instead a creature's type determines what magical powers can affect it * Monster stat block and new monster design theory- much easier and simpler to run monsters, AND DMs are encouaged to add in their own seconday/non-combat powers for monsters * Minions- didn't think I'd like them, but after seeing them in play, they are a credible threat and dangerous rather than throwaway mooks * The new cosmology is awesome and a breath of fresh air to the stale old Great Wheel we've had for 20 years. I love primordials, Feywild, Astral Sea, Shadowfell, Elemental Chaos- all of it rocks! * Asmodeus as a god- about time! :cool: And Tharizdun is back! * Far Realm has a place in the cosmology now. Mmmmm....yummy Far Realm. Can't have enough Lovecraftian influences in my D&D. [/QUOTE]
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