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What Doesn't 4E Do Well?
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<blockquote data-quote="Fanaelialae" data-source="post: 5058074" data-attributes="member: 53980"><p>1. If you don't enjoy any level of resource management, I'll agree it isn't something 4e does well. You can't effectively create a 1e/2e style fighter whose only "maneuver" (excluding DM-fiat stunts like disarming) is an auto-attack.</p><p></p><p>On the other hand, if everything in the game was at-will, I'd also say that the resource management aspect was botched because, IME and IMO, it's adds an interesting element to game play for most people. It necessitates an element of strategy if you have to consider whether you wish to use power x now or save it for a possible future need. The whole point <em>is</em> to make you hesitate and wonder what's around the next corner. Regarding encounter abilities, however, there's really minimal reason to hold back with them since you'll have them back again in 5 minutes anyway. It's certainly not the same as accidentally wasting a daily on a minion, which I could see as more of an issue (I'd just warn the player if they were about to do something like that).</p><p></p><p>IMO, the varying levels of resource management is something 4e did right, though I can totally understand why a person who dislikes resource management wouldn't like that aspect of it.</p><p></p><p>2. They actually did include advanced preparation, in the form of consumables. For your vampire example, the PCs can brew (or purchase) a few Gravespawn Potions to help shift the odds in their favor. Rituals are also a possibility for preparation. If you learn that you're dealing with a black dragon (great swimmers) living in a swamp, you can cast water breathing so that you're not at risk of drowning in case the dragon drags you underwater. You could also create Potions of Resistance to protect the party from it's breath weapon.</p><p></p><p>Advanced preparation has certainly changed from earlier editions, in that there's always an investment required in order to make an encounter easier, but I think it's reasonable that an easy encounter reaps slightly smaller rewards. It's certainly still an aspect of the game, though it might be a lesser aspect than in prior editions.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5058074, member: 53980"] 1. If you don't enjoy any level of resource management, I'll agree it isn't something 4e does well. You can't effectively create a 1e/2e style fighter whose only "maneuver" (excluding DM-fiat stunts like disarming) is an auto-attack. On the other hand, if everything in the game was at-will, I'd also say that the resource management aspect was botched because, IME and IMO, it's adds an interesting element to game play for most people. It necessitates an element of strategy if you have to consider whether you wish to use power x now or save it for a possible future need. The whole point [i]is[/i] to make you hesitate and wonder what's around the next corner. Regarding encounter abilities, however, there's really minimal reason to hold back with them since you'll have them back again in 5 minutes anyway. It's certainly not the same as accidentally wasting a daily on a minion, which I could see as more of an issue (I'd just warn the player if they were about to do something like that). IMO, the varying levels of resource management is something 4e did right, though I can totally understand why a person who dislikes resource management wouldn't like that aspect of it. 2. They actually did include advanced preparation, in the form of consumables. For your vampire example, the PCs can brew (or purchase) a few Gravespawn Potions to help shift the odds in their favor. Rituals are also a possibility for preparation. If you learn that you're dealing with a black dragon (great swimmers) living in a swamp, you can cast water breathing so that you're not at risk of drowning in case the dragon drags you underwater. You could also create Potions of Resistance to protect the party from it's breath weapon. Advanced preparation has certainly changed from earlier editions, in that there's always an investment required in order to make an encounter easier, but I think it's reasonable that an easy encounter reaps slightly smaller rewards. It's certainly still an aspect of the game, though it might be a lesser aspect than in prior editions. [/QUOTE]
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