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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What I miss about 4e (my preferences of course)
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<blockquote data-quote="Salamandyr" data-source="post: 6196095" data-attributes="member: 40233"><p>I don't care for characters themed around mechanical tricks, or particular weapons myself. I prefer my heroes to be generalists who might have a particular preference, but they don't suddenly lose half their effectiveness if you take away their favorite toy/environment/spell.</p><p></p><p>Among the things I really liked about 4e was that it had the most prolonged "sweet spot" of any version of D&D that I've played. In previous editions, depending on class, it could take anywhere from 3 to 5 levels for a character to really "come online" and start doing the things you were playing the class to do. 4e let you "be your character" pretty much from level 1. By the time you hit third level and had two encounters and a utility under your belt, you really felt like an effective member of whatever your class was supposed to be. And that period before fun gave way to bookkeeping lasts at least midway through Paragon.</p><p></p><p>I also really liked the trimmed down skill list and the flat bonus for being trained. Since I subscribe to the point of view that the very worst thing about 3rd edition was the skill rules (after all, you could play in a game without a wizard or cleric, but you couldn't play without the skill rules). </p><p></p><p>I enjoyed the "board game" aspect to the game, except when it frustrated me. So color me ambivalent on the "tactical combat" aspect of the rules.</p><p></p><p>I really liked most of the changes to the traditional D&D cosmology, and especially to the idea that each Plane should represent really cool places to have adventures. I really dislike how much focus the D&D player base has given to the default pantheon.</p><p></p><p>I hated the importance given to racial choice, and racial feats.</p><p></p><p>I think if Essentials had come first, and Players Handbook style classes had been an "advanced option" that was added latter, we wouldn't be talking about 5e today.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 6196095, member: 40233"] I don't care for characters themed around mechanical tricks, or particular weapons myself. I prefer my heroes to be generalists who might have a particular preference, but they don't suddenly lose half their effectiveness if you take away their favorite toy/environment/spell. Among the things I really liked about 4e was that it had the most prolonged "sweet spot" of any version of D&D that I've played. In previous editions, depending on class, it could take anywhere from 3 to 5 levels for a character to really "come online" and start doing the things you were playing the class to do. 4e let you "be your character" pretty much from level 1. By the time you hit third level and had two encounters and a utility under your belt, you really felt like an effective member of whatever your class was supposed to be. And that period before fun gave way to bookkeeping lasts at least midway through Paragon. I also really liked the trimmed down skill list and the flat bonus for being trained. Since I subscribe to the point of view that the very worst thing about 3rd edition was the skill rules (after all, you could play in a game without a wizard or cleric, but you couldn't play without the skill rules). I enjoyed the "board game" aspect to the game, except when it frustrated me. So color me ambivalent on the "tactical combat" aspect of the rules. I really liked most of the changes to the traditional D&D cosmology, and especially to the idea that each Plane should represent really cool places to have adventures. I really dislike how much focus the D&D player base has given to the default pantheon. I hated the importance given to racial choice, and racial feats. I think if Essentials had come first, and Players Handbook style classes had been an "advanced option" that was added latter, we wouldn't be talking about 5e today. [/QUOTE]
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