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What Doesn't 4E Do Well?
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<blockquote data-quote="FireLance" data-source="post: 5054361" data-attributes="member: 3424"><p>We all play and like 4E here, so we can discuss this without creating a nuclear meltdown, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>What are the sorts of things that you think 4E doesn't do very well? This could include stuff that you are happy that it doesn't do well, since thay support a playstyle that you don't like. Ideally, we should be discussing 4E out of the box, although you could mention house rules that you have made or subsequent rules released by WotC that improve on the situation. </p><p></p><p>Here's my initial list for starters:</p><p></p><p><strong>1. Neophyte PCs:</strong> 1st-level PCs in 4E are pegged at about the power level of 3rd to 4th level PCs in 3E. There are a number of house rules made to create "0-level", "novice" or "apprentice" PCs, usually involving "de-levelling" the PCs by lowering hit points and removing class powers.</p><p></p><p><strong>2. Solo PC vs. Solo Monster:</strong> Solo monsters are meant to challenge entire parties, so certain iconic opponents such as dragons need to be significantly adjusted for campaigns which feature only a single PC and no supporting NPCs. To a lesser extent, this is also true for elite monsters. Mind you, this doesn't make it impossible to run solo campaigns out of the box. It just reduces the number of monsters that can be used "by the book".</p><p></p><p><strong>3. Games of Attrition:</strong> Because the PCs can recover most of their hit points and all their abilities after a short rest, attrition is only truly felt when it comes to healing surges and daily powers. Short of preventing the PCs from taking any rests, it is difficult to capture the feel of a game in which the PCs must carefully hoard their resources.</p><p></p><p>What's your list?</p></blockquote><p></p>
[QUOTE="FireLance, post: 5054361, member: 3424"] We all play and like 4E here, so we can discuss this without creating a nuclear meltdown, right? ;) What are the sorts of things that you think 4E doesn't do very well? This could include stuff that you are happy that it doesn't do well, since thay support a playstyle that you don't like. Ideally, we should be discussing 4E out of the box, although you could mention house rules that you have made or subsequent rules released by WotC that improve on the situation. Here's my initial list for starters: [B]1. Neophyte PCs:[/B] 1st-level PCs in 4E are pegged at about the power level of 3rd to 4th level PCs in 3E. There are a number of house rules made to create "0-level", "novice" or "apprentice" PCs, usually involving "de-levelling" the PCs by lowering hit points and removing class powers. [B]2. Solo PC vs. Solo Monster:[/B] Solo monsters are meant to challenge entire parties, so certain iconic opponents such as dragons need to be significantly adjusted for campaigns which feature only a single PC and no supporting NPCs. To a lesser extent, this is also true for elite monsters. Mind you, this doesn't make it impossible to run solo campaigns out of the box. It just reduces the number of monsters that can be used "by the book". [B]3. Games of Attrition:[/B] Because the PCs can recover most of their hit points and all their abilities after a short rest, attrition is only truly felt when it comes to healing surges and daily powers. Short of preventing the PCs from taking any rests, it is difficult to capture the feel of a game in which the PCs must carefully hoard their resources. What's your list? [/QUOTE]
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