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What Doesn't 4E Do Well?
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<blockquote data-quote="DracoSuave" data-source="post: 5057446" data-attributes="member: 71571"><p>Agreed, it doesn't handle this well... but then, that's not the tone of the game either. So it's not inherently a bad thing.</p><p></p><p></p><p></p><p>Bullocks.</p><p></p><p>You present the characters with a problem, and they tell you how they'd like to solve it. That's storytelling. That's how skill challenges work. Failure to do this IS DM fail, the rules are open ended enough.</p><p></p><p></p><p></p><p>Bullocks. If it's easy at level 1, it's DC 5. Moderate, DC 10. Heavy, DC 15.</p><p></p><p>You ask 'Is this easy, moderate, or hard for an untrained character of this level?' then consult a chart that's also easy.</p><p></p><p></p><p></p><p>There are a finite number of rituals. There are an infinite number of things for rituals to do.</p><p></p><p>If you want to bind Grazz't, that's not a ritual, that's an adventure. Rituals are not adventure-replacements.</p><p></p><p></p><p></p><p>Can't argue with this, but the game is designed around more complex battles.</p><p></p><p></p><p></p><p>If your complaint is that taking out the support for massive combats with tons of weaker creatures makes the system lose that support, then I'll reply 'NO <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=":)" /><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=":)" /><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=":)" /><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=":)" />'. </p><p></p><p>And if your example is 'For a party of 4, you can handle 16 monsters tops' then you fail at math for saying 'can't handle 3:1'.</p><p></p><p>Also, taking out the engine in a car means it won't go vroom vroom.</p><p></p><p></p><p></p><p>And what did previous editions do to make this better by omitting short rests?</p><p></p><p>If your complaint is 'You can't clear out an adventure in a single encounter' I'll not argue your point. I won't call it a bad thing.</p><p></p><p></p><p></p><p>Bullocks.</p><p></p><p>Utter and complete bullocks. It's -easier- to react to players' whims when you don't need every rule codified and every monster stated to oblivion.</p><p></p><p>DM-fail.</p><p></p><p></p><p></p><p>4 powers isn't terribly complex.... and the learning curve as that character gains levels is smooth.</p><p></p><p>The difference is that beginner character eventually creates a gamer who is an expert, and can play more complex characters later.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5057446, member: 71571"] Agreed, it doesn't handle this well... but then, that's not the tone of the game either. So it's not inherently a bad thing. Bullocks. You present the characters with a problem, and they tell you how they'd like to solve it. That's storytelling. That's how skill challenges work. Failure to do this IS DM fail, the rules are open ended enough. Bullocks. If it's easy at level 1, it's DC 5. Moderate, DC 10. Heavy, DC 15. You ask 'Is this easy, moderate, or hard for an untrained character of this level?' then consult a chart that's also easy. There are a finite number of rituals. There are an infinite number of things for rituals to do. If you want to bind Grazz't, that's not a ritual, that's an adventure. Rituals are not adventure-replacements. Can't argue with this, but the game is designed around more complex battles. If your complaint is that taking out the support for massive combats with tons of weaker creatures makes the system lose that support, then I'll reply 'NO :):):):)'. And if your example is 'For a party of 4, you can handle 16 monsters tops' then you fail at math for saying 'can't handle 3:1'. Also, taking out the engine in a car means it won't go vroom vroom. And what did previous editions do to make this better by omitting short rests? If your complaint is 'You can't clear out an adventure in a single encounter' I'll not argue your point. I won't call it a bad thing. Bullocks. Utter and complete bullocks. It's -easier- to react to players' whims when you don't need every rule codified and every monster stated to oblivion. DM-fail. 4 powers isn't terribly complex.... and the learning curve as that character gains levels is smooth. The difference is that beginner character eventually creates a gamer who is an expert, and can play more complex characters later. [/QUOTE]
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