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What is wrong with 4E?
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<blockquote data-quote="Slife" data-source="post: 4280378" data-attributes="member: 16347"><p>If I wanted to play a game like 4e, I'd rather play Descent. </p><p></p><p>If the combat mechanics don't seem integrated with the rest of the game, I'd rather choose something that focuses really well on combat. The encounter methodology of 4e makes me think more of cutscene-triggered random-encounters than part of a real world.</p><p></p><p>I *like* games that offer fast and simple, highly mechanical combat, but this seems beyond what 4e is really capable of doing at the moment. The large number of tiny bonuses bog the game down enough to make it irritating.</p><p></p><p>I also like complicated systems with more options (I play Dwarf Fortress, for crying out loud), but 4e doesn't offer (again, at the moment) enough room for creativity to really be worthwhile. Cunning/Daring/Just plain stupid plans are a lot of fun to execute (one of the reasons I really like illusionists), but I don't see much potential for this in the current 4e combat system. Separating out the interesting spells as rituals was a mistake, and really adds to the "separate physics for combat" feel.</p><p></p><p>So, basically, 4e tries to have its cake and eat it too, and ends up dropping both. Hopefully new books will fix it, but I'm going to wait and see.</p></blockquote><p></p>
[QUOTE="Slife, post: 4280378, member: 16347"] If I wanted to play a game like 4e, I'd rather play Descent. If the combat mechanics don't seem integrated with the rest of the game, I'd rather choose something that focuses really well on combat. The encounter methodology of 4e makes me think more of cutscene-triggered random-encounters than part of a real world. I *like* games that offer fast and simple, highly mechanical combat, but this seems beyond what 4e is really capable of doing at the moment. The large number of tiny bonuses bog the game down enough to make it irritating. I also like complicated systems with more options (I play Dwarf Fortress, for crying out loud), but 4e doesn't offer (again, at the moment) enough room for creativity to really be worthwhile. Cunning/Daring/Just plain stupid plans are a lot of fun to execute (one of the reasons I really like illusionists), but I don't see much potential for this in the current 4e combat system. Separating out the interesting spells as rituals was a mistake, and really adds to the "separate physics for combat" feel. So, basically, 4e tries to have its cake and eat it too, and ends up dropping both. Hopefully new books will fix it, but I'm going to wait and see. [/QUOTE]
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