Brother MacLaren said:If I really didn't like Vancian magic and the strategic and dramatic potential of limited spells per day, I wouldn't have played a spellcaster in the D&D system. I'd have gone to another system.
If I really didn't like alignment having mechanical effects, I wouldn't have played D&D. I'd have gone to another system.
If I felt that I needed to be able to make a significant contribution in every round of combat or every roleplaying situation, I wouldn't have played D&D (which allows for specialists as well as generalists). I'd have gone to another system.
If I thought that "dead levels" were a bad thing, I wouldn't have played D&D (and certainly I wouldn't have played Basic/Expert), I'd have gone to another system.
Given that I've stuck with the D&D system in preference to all others for 20+ years, why would want such a dramatic change to the feel of the game? YES, "other systems" went away from Vancian casting. I CHOSE to play D&D and not those "other systems."
I like the changes to skills and the apparent removal of iterative attacks. A pair of 3E innovations that slow down prep time and game time and could have been done better. And I like the idead of rolling spell DCs rather than saves in some cases (such as with hordes of mooks), though that option was in 3E. I liked 3E's solution for players who don't want to run out of spells -- the warlock class -- but I was really looking forward to playing a low-level wizard in an upcoming campaign. Now I'm not. A wizard with unlimited magic is just not as appealing as one who starts off really weak and has to be strategic and judicious.
hong said:I'm not sure where "make classes more flexible" morphed into "take away class identity". Just because you don't need a party medic doesn't mean clerics are obsolete. It means that clerics are now free to do stuff _other_ than be the party medic. Similarly, just because you no longer need a dedicated bomb-disposal guy doesn't mean rogues are obsolete. It means that rogues are now free to do stuff other than disarm traps. Each class is always going to be better at certain things than the other classes. The point is not to widen the gap to the point that each class can only do stuff in its niche. This _increases_ flexibility rather than removing it, since now there's less need for the DM to tailor adventures to their specific group. Want to run a game with lots of undead, but there's no cleric? Well, maybe now you can. Or you want to run a game with lots of traps and puzzles, but there's no rogue? Again, maybe now you can. By making the classes broader in what they can do, there's more room for the DM to run whatever they want, instead of having to worry about whether it'll be a cakewalk or a TPK.
Mouseferatu said:Do we know that you can't advance monsters by HD in 4E? (Honest question, not being rhetorical.) I thought I saw something that implied you still could--again, not exactly as it was done in 3E, but similar--but I'm not finding it now. I'm also not finding anything to say that you can't, though.
Mouseferatu said:Do we know that you can't advance monsters by HD in 4E? (Honest question, not being rhetorical.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.