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What is wrong with 4E?
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<blockquote data-quote="Ydars" data-source="post: 4276268" data-attributes="member: 62992"><p>The real problem with 4E is this; it IS an excellent game, that plays very well (although it reads very badly) but it is NOT a replacement for 3.5E. What it is, is a completely different game, both mechanically and philosphically. I, for one, will continue to play both games because they both have some nice features. So in this sense, 4E fails in one of its key design goals, however great a game it actually is.</p><p></p><p>I think 4E will bring in new players, and is a nice easy game to DM, but I don't like the fact that most of the powers etc have no obvious explanation in the real world. It makes the mechanics intrude too much into the story-telling (how do you explain "healing surges" and what "hitpoints" actually represent now). I know WE might find some explanations for this eventually, but this is actually the job of the games designers.</p><p></p><p>I also agree with everyone who says the core rulebooks are very light in the rules dept; there are not enough feats, rituals and material for the DM to satisfy the gearheads amongst us, making character builds very limited.</p><p></p><p>I know they did this to make the game easier to start but they should have done this through a "lite" version rather than making the "lite" version the PHB. Now the game will cost even more because I suspect that the "core" books for 4E will consist of alot of books. I remember not using ANY rules, options or material outside the core 3.5 rulebooks for 4-5 years (and in fact we haven't really used much from them even now). I can't see that being the case for 4E; here the splat books will be required just to make a faintly customisable game, particularly as regards Rituals.</p></blockquote><p></p>
[QUOTE="Ydars, post: 4276268, member: 62992"] The real problem with 4E is this; it IS an excellent game, that plays very well (although it reads very badly) but it is NOT a replacement for 3.5E. What it is, is a completely different game, both mechanically and philosphically. I, for one, will continue to play both games because they both have some nice features. So in this sense, 4E fails in one of its key design goals, however great a game it actually is. I think 4E will bring in new players, and is a nice easy game to DM, but I don't like the fact that most of the powers etc have no obvious explanation in the real world. It makes the mechanics intrude too much into the story-telling (how do you explain "healing surges" and what "hitpoints" actually represent now). I know WE might find some explanations for this eventually, but this is actually the job of the games designers. I also agree with everyone who says the core rulebooks are very light in the rules dept; there are not enough feats, rituals and material for the DM to satisfy the gearheads amongst us, making character builds very limited. I know they did this to make the game easier to start but they should have done this through a "lite" version rather than making the "lite" version the PHB. Now the game will cost even more because I suspect that the "core" books for 4E will consist of alot of books. I remember not using ANY rules, options or material outside the core 3.5 rulebooks for 4-5 years (and in fact we haven't really used much from them even now). I can't see that being the case for 4E; here the splat books will be required just to make a faintly customisable game, particularly as regards Rituals. [/QUOTE]
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