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What Doesn't 4E Do Well?
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<blockquote data-quote="segrada" data-source="post: 5057883" data-attributes="member: 73569"><p>Some things that I don't think 4E does well (and some these may have been discussed before):</p><p></p><p>1. Resource Management.</p><p>Nearly everything a character can do is limited to a certain number of times/day. Encounter powers, daily powers, healing surges, second winds, action points, utility powers (both daily and encounter), daily magic item powers that prevent me from using OTHER daily magic item powers until I get in a few more fights, etc. Except for moving and at-wills, every single thing my character does in combat involves me checking something off of a list. When I have a limited pool of basically everything, it makes me hesitate to use my more powerful options because of constantly saying, "Is it worth it? What's around the corner?" Sometimes you want to just play a guy swinging a sword. </p><p></p><p>2. Lack of Advance Preparation. </p><p>With the removal of long-acting buff effects and specific anti-creature items, advance warning of situations becomes pointless. Consider a 4E party who is ambushed by a group of vampires, and how the combat would likely play out. Now, consider a 4E party who knew that a group of vampires were terrorizing a town and had been warned as the whereabouts of the vampires' hide-out. Is there any difference to how the combat would play out, other than a surprise round? Replace the vampires with a black dragon, or a group of fire elementals, or a golem and the results are similar, sadly. </p><p></p><p></p><p></p><p>This isn't just a 4E thing, but I'm not sure that people responding to complaints with "Well the DM could just make up an item/ritual/houserule to compensate, if you're struggling with this then your DM fails" are making valid arguments. Responding to a weakness of a particular gaming system with "well you could just change it" doesn't make it less of a weakness.</p></blockquote><p></p>
[QUOTE="segrada, post: 5057883, member: 73569"] Some things that I don't think 4E does well (and some these may have been discussed before): 1. Resource Management. Nearly everything a character can do is limited to a certain number of times/day. Encounter powers, daily powers, healing surges, second winds, action points, utility powers (both daily and encounter), daily magic item powers that prevent me from using OTHER daily magic item powers until I get in a few more fights, etc. Except for moving and at-wills, every single thing my character does in combat involves me checking something off of a list. When I have a limited pool of basically everything, it makes me hesitate to use my more powerful options because of constantly saying, "Is it worth it? What's around the corner?" Sometimes you want to just play a guy swinging a sword. 2. Lack of Advance Preparation. With the removal of long-acting buff effects and specific anti-creature items, advance warning of situations becomes pointless. Consider a 4E party who is ambushed by a group of vampires, and how the combat would likely play out. Now, consider a 4E party who knew that a group of vampires were terrorizing a town and had been warned as the whereabouts of the vampires' hide-out. Is there any difference to how the combat would play out, other than a surprise round? Replace the vampires with a black dragon, or a group of fire elementals, or a golem and the results are similar, sadly. This isn't just a 4E thing, but I'm not sure that people responding to complaints with "Well the DM could just make up an item/ritual/houserule to compensate, if you're struggling with this then your DM fails" are making valid arguments. Responding to a weakness of a particular gaming system with "well you could just change it" doesn't make it less of a weakness. [/QUOTE]
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