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What Doesn't 4E Do Well?
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<blockquote data-quote="babinro" data-source="post: 5055379" data-attributes="member: 67482"><p>From my experience as a DM, my main complaint is that the math seems to be off in the game. </p><p></p><p>As our group gets into high end paragon, there are frequent monster attacks vs Fort/Reflex/Will that will hit the PC's on a natural 3+. Likewise, my party constantly hit monsters Reflexes with attacks of natural 4+ while missing monsters Fortitude's on natural 14's. AC scaling seems to fit nicely, though is still a little mean. Our Paladin who focuses on AC still tends to get hit by natural 12's quite a bit.</p><p></p><p>While houserules and DM modifications can help fix these problems, it does add extra work on what is otherwise an extremely easy DMing experience.</p><p></p><p>I also find that combat tends to go on long. This is only a minor deterrant as combat is also extremely fun and tactical. However, I would like to be able to accomplish more in our 4 hour sessions particularly when they don't happen every week.</p><p></p><p>Finally I find the level progression to feel slow. While superior to my experiences with 3.5, it still has that lagging feeling to me at many even levels. <Specifically levels 4,8,14,18,24,28> My players are seldom excited to get another feat added to their list as much as another power. I would say levels 7-16 feel like the games sweet spot so far. As for how to fix this, I wouldn't know. Perhaps allowing for certain Racial/Class Features to improve during heroic tier on the 'slow progressing levels'. Much like Paragon Path and Epic Destinies do.</p><p></p><p>At low levels the combat whittles down to at-wills very quickly. This leads to the concern that at-wills should probably be more powerful and plentiful. Giving all characters a few ranged attack at-wills seems like it should be a standard as well. I see no reason why having 4 at-wills would hurt the game. </p><p>Many at-wills come off as uninteresting/lacking in my opinion (Deft Strike, Careful Attack, Piercing Strike). Wizards seems to be learning from this, as more and more splat books are coming out with more interesting at-wills. Things like Chaos Bolt, Swarming Locusts feel very good throughout the game.</p></blockquote><p></p>
[QUOTE="babinro, post: 5055379, member: 67482"] From my experience as a DM, my main complaint is that the math seems to be off in the game. As our group gets into high end paragon, there are frequent monster attacks vs Fort/Reflex/Will that will hit the PC's on a natural 3+. Likewise, my party constantly hit monsters Reflexes with attacks of natural 4+ while missing monsters Fortitude's on natural 14's. AC scaling seems to fit nicely, though is still a little mean. Our Paladin who focuses on AC still tends to get hit by natural 12's quite a bit. While houserules and DM modifications can help fix these problems, it does add extra work on what is otherwise an extremely easy DMing experience. I also find that combat tends to go on long. This is only a minor deterrant as combat is also extremely fun and tactical. However, I would like to be able to accomplish more in our 4 hour sessions particularly when they don't happen every week. Finally I find the level progression to feel slow. While superior to my experiences with 3.5, it still has that lagging feeling to me at many even levels. <Specifically levels 4,8,14,18,24,28> My players are seldom excited to get another feat added to their list as much as another power. I would say levels 7-16 feel like the games sweet spot so far. As for how to fix this, I wouldn't know. Perhaps allowing for certain Racial/Class Features to improve during heroic tier on the 'slow progressing levels'. Much like Paragon Path and Epic Destinies do. At low levels the combat whittles down to at-wills very quickly. This leads to the concern that at-wills should probably be more powerful and plentiful. Giving all characters a few ranged attack at-wills seems like it should be a standard as well. I see no reason why having 4 at-wills would hurt the game. Many at-wills come off as uninteresting/lacking in my opinion (Deft Strike, Careful Attack, Piercing Strike). Wizards seems to be learning from this, as more and more splat books are coming out with more interesting at-wills. Things like Chaos Bolt, Swarming Locusts feel very good throughout the game. [/QUOTE]
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