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What Doesn't 4E Do Well?
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<blockquote data-quote="KarinsDad" data-source="post: 5058858" data-attributes="member: 2011"><p>4E does not do magic well from a flavor POV. It doesn't feel like magic. It feels the exact same as any other powers. Yes, this is an old rant, but after playing the game for hundreds of hours, it hasn't changed. Most of the magic in combat is an attack just like any other attack and most of the magic that is not an attack doesn't seem like it does anything that special.</p><p></p><p></p><p>I wanted to figure out what parts of the game are mostly ignored by the players because to me, if the players are not using game elements, then there are probably some issues with them.</p><p></p><p>1) Rituals. Although other people might have varying experiences, I have played with a few dozen people and have only seen a ritual performed once in a blue moon (actually three since the game came out IIRC, Disenchant Magic Item a few times to get rid of unwanted items, Hand of Fate once to make a decision, Transfer Enchantment once to move a favored magic to a more powerful weapon). Granted, my players have never played Paragon (that actually starts tomorrow in one of my campaigns), but the Heroic rituals were meh to the players. I suspect that it is because of the ritual cost, but I don't even think this is it. My one group has probably 20 rituals in their kit and they really don't use them.</p><p></p><p>2) Potions. As a DM, I've handed out quite a few potions. Probably 20 or 30 since the game came out. I've seen one Potion of Healing used in a game I DMed. I've seen one Potion of Healing used in a PBP I play in. Many potions are just so lame. A Potion of Healing seems to be a Potion of Last Resort because of the healing surge. An Elixir of Fortitude has a set 25 for a single attack. Although for some PCs a Fort of 25 is good at mid to late heroic, it's a single attack. Someone could easily drink it in an encounter and then never use it because that PC does not get attacked with a Fort attack, or if he does get attacked by Fort, the Fort attack doesn't hit by the 3 or 4 needed to successfully activate the potion. On the other hand, Gravespawn Potion is better designed, although I handed a few of those out and they were not used either.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5058858, member: 2011"] 4E does not do magic well from a flavor POV. It doesn't feel like magic. It feels the exact same as any other powers. Yes, this is an old rant, but after playing the game for hundreds of hours, it hasn't changed. Most of the magic in combat is an attack just like any other attack and most of the magic that is not an attack doesn't seem like it does anything that special. I wanted to figure out what parts of the game are mostly ignored by the players because to me, if the players are not using game elements, then there are probably some issues with them. 1) Rituals. Although other people might have varying experiences, I have played with a few dozen people and have only seen a ritual performed once in a blue moon (actually three since the game came out IIRC, Disenchant Magic Item a few times to get rid of unwanted items, Hand of Fate once to make a decision, Transfer Enchantment once to move a favored magic to a more powerful weapon). Granted, my players have never played Paragon (that actually starts tomorrow in one of my campaigns), but the Heroic rituals were meh to the players. I suspect that it is because of the ritual cost, but I don't even think this is it. My one group has probably 20 rituals in their kit and they really don't use them. 2) Potions. As a DM, I've handed out quite a few potions. Probably 20 or 30 since the game came out. I've seen one Potion of Healing used in a game I DMed. I've seen one Potion of Healing used in a PBP I play in. Many potions are just so lame. A Potion of Healing seems to be a Potion of Last Resort because of the healing surge. An Elixir of Fortitude has a set 25 for a single attack. Although for some PCs a Fort of 25 is good at mid to late heroic, it's a single attack. Someone could easily drink it in an encounter and then never use it because that PC does not get attacked with a Fort attack, or if he does get attacked by Fort, the Fort attack doesn't hit by the 3 or 4 needed to successfully activate the potion. On the other hand, Gravespawn Potion is better designed, although I handed a few of those out and they were not used either. [/QUOTE]
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