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What Doesn't 4E Do Well?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5058038" data-attributes="member: 82106"><p>Well now, there are a number of different resources in 4e but is it really a problem? You have nice power cards for all sorts of powers. I think resource management is a focus of 4e, yes, but I'm not really sure I see how this is something it "doesn't do well". It has a really well thought out system of resource management. In many ways its actually simpler than than previous-Es with the removal of things like charges (which could get really complex when you get into things like the Helm of Brilliance, or Necklace of Fireballs, or the Staff of the Magi).</p><p></p><p></p><p></p><p>Uh, well, I think you're just discounting a lot of things the PCs can do to prepare. Wizards can select specific daily/utility spells, which can be pretty handy when fighting undead that are immune to such staples as Stinking Cloud. Beyond that there is plenty of scope for a party to buy or construct various items and consumables that will make a HUGE difference. Remember it takes only a few hours for a character to brew potions, make holy water, concoct alchemical items, and enchant both consumable and non-consumable items. Overall I have to disagree with you that 4e lacks ways to prepare for things, ESPECIALLY undead but the same considerations also apply to constructs, demons, etc to a lesser extent.</p><p></p><p></p><p></p><p></p><p>I think the problem is that previous-Es (well, 3.x at least) tried to map out every detail of the various options open to players. 4e CONSCIOUSLY avoids doing that to a large extent. I'm not sure I agree that's a weakness since looking at it from the DM's side of the table it creates a lot more leeway to shape the flavor of the game in whatever way you want. Its not exactly rocket science for the DM to come up with something like an item or a ritual that PCs can be handed or that they need to acquire in order to deal with specific threats. Going back to 3.x as the counter-example you had to say "no" in order to avoid the players just using the stock solutions if those were inconvenient in the context of the structure of your adventure. IMHO there is such a thing as TOO MUCH being nailed down by the rules in this area. Even so, as I said above, 4e does give a party quite a few options.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5058038, member: 82106"] Well now, there are a number of different resources in 4e but is it really a problem? You have nice power cards for all sorts of powers. I think resource management is a focus of 4e, yes, but I'm not really sure I see how this is something it "doesn't do well". It has a really well thought out system of resource management. In many ways its actually simpler than than previous-Es with the removal of things like charges (which could get really complex when you get into things like the Helm of Brilliance, or Necklace of Fireballs, or the Staff of the Magi). Uh, well, I think you're just discounting a lot of things the PCs can do to prepare. Wizards can select specific daily/utility spells, which can be pretty handy when fighting undead that are immune to such staples as Stinking Cloud. Beyond that there is plenty of scope for a party to buy or construct various items and consumables that will make a HUGE difference. Remember it takes only a few hours for a character to brew potions, make holy water, concoct alchemical items, and enchant both consumable and non-consumable items. Overall I have to disagree with you that 4e lacks ways to prepare for things, ESPECIALLY undead but the same considerations also apply to constructs, demons, etc to a lesser extent. I think the problem is that previous-Es (well, 3.x at least) tried to map out every detail of the various options open to players. 4e CONSCIOUSLY avoids doing that to a large extent. I'm not sure I agree that's a weakness since looking at it from the DM's side of the table it creates a lot more leeway to shape the flavor of the game in whatever way you want. Its not exactly rocket science for the DM to come up with something like an item or a ritual that PCs can be handed or that they need to acquire in order to deal with specific threats. Going back to 3.x as the counter-example you had to say "no" in order to avoid the players just using the stock solutions if those were inconvenient in the context of the structure of your adventure. IMHO there is such a thing as TOO MUCH being nailed down by the rules in this area. Even so, as I said above, 4e does give a party quite a few options. [/QUOTE]
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