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What is missing from 4E
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<blockquote data-quote="Remathilis" data-source="post: 4567241" data-attributes="member: 7635"><p>What 4e is missing is "I Win/You Lose" buttons. </p><p></p><p>D&D has always had a long list of powers that was guaranteed problem solvers. Typically, they were spells (disintegrate, power word kill, knock, sleep) but magic items could do it too (mace of disruption, vorpal sword, ring of invisibility). </p><p></p><p>The payoff for these "I wins" were either limited uses (spells/day) or DM fiat (if he didn't want you to have a vorpal, there isn't a chance in the 9 hells your getting one). In reality, it came down to there being mythical items and spells no sane DM would allow, lest his campaign take a dive south (did any DM before 3e allow their PCs to cast wish? really?)</p><p></p><p>4e took all that off the table by removing the I Wins along with the You Loses. Vorpals are a lot less threatening, disintegrate is not the fight-ender it once was, and auto-success spells like knock now take a die roll to use) There is also less corner case cheats (polymorph into WAR TROLL! I WIN!) or outright fight-ending magic (Forcecage). </p><p></p><p>Its possibly the best improvement to the game, but it takes the most getting used to. Because there is less "game changing powah", things feel a bit samey. There is no way to end a fight of your level or higher without a fight (and thus, there is no class that can dominate combat). Its a radically different feeling than previous D&D which relied on the doctrine of overwhelming force to take out a foe before he does something REALLY nasty (and proves to YOU what UNLIMITED POWAH really looks like!)</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4567241, member: 7635"] What 4e is missing is "I Win/You Lose" buttons. D&D has always had a long list of powers that was guaranteed problem solvers. Typically, they were spells (disintegrate, power word kill, knock, sleep) but magic items could do it too (mace of disruption, vorpal sword, ring of invisibility). The payoff for these "I wins" were either limited uses (spells/day) or DM fiat (if he didn't want you to have a vorpal, there isn't a chance in the 9 hells your getting one). In reality, it came down to there being mythical items and spells no sane DM would allow, lest his campaign take a dive south (did any DM before 3e allow their PCs to cast wish? really?) 4e took all that off the table by removing the I Wins along with the You Loses. Vorpals are a lot less threatening, disintegrate is not the fight-ender it once was, and auto-success spells like knock now take a die roll to use) There is also less corner case cheats (polymorph into WAR TROLL! I WIN!) or outright fight-ending magic (Forcecage). Its possibly the best improvement to the game, but it takes the most getting used to. Because there is less "game changing powah", things feel a bit samey. There is no way to end a fight of your level or higher without a fight (and thus, there is no class that can dominate combat). Its a radically different feeling than previous D&D which relied on the doctrine of overwhelming force to take out a foe before he does something REALLY nasty (and proves to YOU what UNLIMITED POWAH really looks like!) [/QUOTE]
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