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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What would make you decide against 4e?
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<blockquote data-quote="Aus_Snow" data-source="post: 3860440" data-attributes="member: 29112"><p>Much obliged to 'pawsplay' and 'Celebrim' (with some emphasis of mine) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> :</p><p></p><p>- most if not all mid-level warriors acquiring supernatural or chi-like powers</p><p><strong>- a world where endless healing is dispensed by clerics with no true limit on how much they can heal, where wizards and sorcerers can throw bolts of flame as easily as they could throw a punch</strong></p><p><strong>- stupidly rigid skill rules (SW Saga comes pretty close to this)</strong></p><p><strong><em>- the reintroduction of the strange PC/NPC/Monster stat block split of yore, where meeting a gang of 2nd level fighters was vastly different than meeting a group of HD 1+1 hobgoblins worth about same XP, in terms of what stats the DM had on hand.</em></strong></p><p></p><p>c) Encounters that tend to play out in very formulaic ways. Ei, everyone uses thier per encounter powers in the same sequences every combat.</p><p>d) Gamist per encounter concepts, for example, mundane classes that mysteriously can only perform a particular manuever once per encounter even though they have the physical resources to perform an equally strenous but different maneuver in the next round. Encounter beginings and endings that are vaguely and arbitarily defined under the rules.</p><p>i) Balance achieved through cosmetic variaty. That is, all classes are fundamentally identical spellcasters with common arrays of abilities that in practice differ only slightly outside of the classes fluff. For example, a fighter with the per encounter ability 'long strike', 'knockdown' and 'power attack' and a wizard with the per encounter abilities 'energy blast', 'telekinetic push', and 'arcane blow' where the various abilities are fundamentally interchangable except for thier flavor. Alternately, everyone explicitly plays a spellcaster in some form, resulting in a Wuxia world were anyone who is anyone can 'fly'.</p><p><strong>m) Demonic/diabolic themes pushed as fundamental to game play.</strong></p><p></p><p></p><p>As can be seen above, my <em>greatest</em> dislike so far is the loss of ground toward symmetry, that had previously been gained with the design of 3e. I would have liked seeing more ground gained, as a matter of fact.</p><p></p><p>Maybe in 5e. . .</p><p></p><p>edit --- Oh, and in keeping with ah, the actual thread, that one thing is the thing that proved to be the turning point (from tentatively optimistic to decidedly against.)</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 3860440, member: 29112"] Much obliged to 'pawsplay' and 'Celebrim' (with some emphasis of mine) :) : - most if not all mid-level warriors acquiring supernatural or chi-like powers [b]- a world where endless healing is dispensed by clerics with no true limit on how much they can heal, where wizards and sorcerers can throw bolts of flame as easily as they could throw a punch[/b] [b]- stupidly rigid skill rules (SW Saga comes pretty close to this)[/b] [b][i]- the reintroduction of the strange PC/NPC/Monster stat block split of yore, where meeting a gang of 2nd level fighters was vastly different than meeting a group of HD 1+1 hobgoblins worth about same XP, in terms of what stats the DM had on hand.[/i][/b][i][/i] c) Encounters that tend to play out in very formulaic ways. Ei, everyone uses thier per encounter powers in the same sequences every combat. d) Gamist per encounter concepts, for example, mundane classes that mysteriously can only perform a particular manuever once per encounter even though they have the physical resources to perform an equally strenous but different maneuver in the next round. Encounter beginings and endings that are vaguely and arbitarily defined under the rules. i) Balance achieved through cosmetic variaty. That is, all classes are fundamentally identical spellcasters with common arrays of abilities that in practice differ only slightly outside of the classes fluff. For example, a fighter with the per encounter ability 'long strike', 'knockdown' and 'power attack' and a wizard with the per encounter abilities 'energy blast', 'telekinetic push', and 'arcane blow' where the various abilities are fundamentally interchangable except for thier flavor. Alternately, everyone explicitly plays a spellcaster in some form, resulting in a Wuxia world were anyone who is anyone can 'fly'. [b]m) Demonic/diabolic themes pushed as fundamental to game play.[/b] As can be seen above, my [I]greatest[/I] dislike so far is the loss of ground toward symmetry, that had previously been gained with the design of 3e. I would have liked seeing more ground gained, as a matter of fact. Maybe in 5e. . . edit --- Oh, and in keeping with ah, the actual thread, that one thing is the thing that proved to be the turning point (from tentatively optimistic to decidedly against.) [/QUOTE]
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