Which concepts in 4E do you like?

Which concepts in 4E do you like

  • Monster Creation: Pick Combat Role and Level to generate stats, go wild on powers

    Votes: 116 65.5%
  • Monster "Weights": Minion, Elite, Solo

    Votes: 115 65.0%
  • Magic Items Slots

    Votes: 61 34.5%
  • Magic Item Properties (Powers, Enhancement Bonuses, Properties etc.)

    Votes: 60 33.9%
  • Implements

    Votes: 82 46.3%
  • Proficiency Bonus for Weapons

    Votes: 84 47.5%
  • Weapon Groups

    Votes: 98 55.4%
  • Character Class Roles

    Votes: 87 49.2%
  • Skill Acquisition (Distinguish Untrained/trained/focus)

    Votes: 92 52.0%
  • Skill System: Selection of Skills (Focus on Adventuring Skills)

    Votes: 87 49.2%
  • Skill Challenges (allow group participation, multiple skill checks to achieve a goal)

    Votes: 90 50.8%
  • Half Level Bonus to d20 and defenses (attacks, skills, AC etc.)

    Votes: 106 59.9%
  • Static Defenses (AC, Reflex, Fortitude, Willpower)

    Votes: 114 64.4%
  • Saves instead of Durations

    Votes: 97 54.8%
  • Cosmology (Feywild, Shadowfell, Astral Sea, Elemental Chaos)

    Votes: 84 47.5%
  • Racial Features (2x +2 to stats, +2 to two skills, racial power, access to racial feats)

    Votes: 86 48.6%
  • Power System Structure (At-Will, Encounter, Daily, base structure shared between classes)

    Votes: 90 50.8%
  • Conditions (Dazed/Stunned/Immobilized/Restrained)

    Votes: 98 55.4%
  • Combat Advantage as "catch-all" for advantagous combat position.

    Votes: 125 70.6%
  • Rituals

    Votes: 121 68.4%
  • Tiers of Play

    Votes: 87 49.2%
  • Something not mentioned here, or nothing.

    Votes: 44 24.9%

  • Poll closed .
Now, not all of these concept are created equal, some have more impact then others. But still, I'd like to know what people like. If you don't like anything, this is not your poll. ;)
Don't think of them as "exclusive" either, where it makes sense. (I can think only of Cosmology - you don't have to give up the Great Wheel, but rather get an additional cosmological variant...)

Consider it's more about he "concept" then the specific implementation - if you like the concept, but disagree with the specifics of the implementation, feel free to notice here (especially how and why and maybe how you would have done it).

[sblock=List of Options]
1. Monster Creation: Pick Combat Role and Level to generate stats, go wild on powers
2. Monster "Weights": Minion, Elite, Solo
3. Magic Items Slots
4. Magic Item Properties (Powers, Enhancement Bonuses, Properties etc.)
5. Implements
6. Proficiency Bonus for Weapons
7. Weapon Groups
8. Character Class Roles
9. Skill Acquisition (Distinguish Untrained/trained/focus)
10. Skill System: Selection of Skills (existing skills, no "non-adventuring" skills like Craft/Profession)
11. Skill Challenges (allow group participation, multiple skill checks to achieve a goal)
12. Half Level Bonus to d20 and defenses (attacks, skills, AC etc.)
13. Defenses (AC, Reflex, Fortitude, Willpower)
14. Saves instead of Durations
15. Cosmology (Feywild, Shadowfell, Astral Sea, Elemental Chaos)
16. Race modifiers (2x +2 to stats, +2 to two skills, racial power, access to racial feats)
17. Power System Structure (At-Will, Encounter, Daily, base structure shared between classes)
18. Conditions (Dazed/Stunned/Immobilized/Restrained)
19. Combat Advantage as "catch-all" for advantagous combat position.
20. Rituals
21. Tiers of Play
22. Something not mentioned here, or nothing.
[/sblock]

Please note that it might take some time until the poll is up.
 
Last edited:

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Ugh hard to narrow it down, so I tried to trim it down to what really has made an impact:

1. Monster Creation: Pick Combat Role and Level to generate stats, go wild on powers
2. Monster "Weights": Minion, Elite, Solo
8. Character Class Roles
9. Skill Acquisition (Distinguish Untrained/trained/focus)
10. Skill System: Selection of Skills (existing skills, no "non-adventuring" skills like Craft/Profession)
11. Skill Challenges (allow group participation, multiple skill checks to achieve a goal)
13. Defenses (AC, Reflex, Fortitude, Willpower)
14. Saves instead of Durations
17. Power System Structure (At-Will, Encounter, Daily, base structure shared between classes)
18. Conditions (Dazed/Stunned/Immobilized/Restrained)
19. Combat Advantage as "catch-all" for advantagous combat position.
20. Rituals
21. Tiers of Play

Even with trying to trim it down was hard to. While some are more important then other, many of them make a impact. Ones like conditions, saves, etc. are less important but make combat much smoother and fun for us which is a big difference.
 

I voted for most options, and the few that I didn't vote for I'm simply ambivalent about, rather than actively disliking them. For example, I couldn't care less about cosmology because I usually invent my own anyway. And I'd prefer that classes not use the exact same power structure, but on the other hand it does make learning the game and character creation real simple.

TS
 

Of your list, the only two things I like are the Skill system (focus on adventuring skills) and the Combat Advantage. It wasn't on your list, but I also like the way that two-weapon fighting works in 4E.

Everything else gets a shrug.
 

Most of the responses get a maybe from me. I like the fact that:

Reflex and AC were tied together
Armor is not useless at high level
The new races are interesting and the old races get more options
Action Points and Healing Surges and survival at negative hp (except for the "three strikes and you are out" rule)
Fighters get more options
 

I didn't vote yet. From other threads, it's obvious I am disappointed with 4e. However, I have always said that I think the following are things that it did right:

- Nonbiological aspects of race are removed and become feats (Ok. they didn't go all the way, but close). The other changes (e.g, the removal of racial penalties to attributes) I am not a fan of.
- Build Options (e.g, Brawny Rogue, Trickster Rogue). Then again, I had wanted to see 3.x character customization in the PHB expanded with UA style class variants.
- No XP costs
- No level drain
- Defenses
- Unified Save Progression
- Heroic Tier Multiclassing
- Weapon Groups
- Cosmology (Feywild and Shadowfell)
- Death Save (although, not completely as implemented): I liked the version in UA and became the default in my game.
- Rituals (again, not completely as implemented): I loved UA incantations.
- Skill challenges (again, not completely as implemented)
- Action Points and Healing Surges (just not as implemented for either)
- Disease Track
 

Of all your list I only found one to vote for: Combat Advantage.

That said, had it been on your list there's one other thing I like in 4e:

Terrain and its impact on play.

Another thing that could go on your list, as it's a 4e development and though I would not vote for it others might, is:

Shifting-Sliding-Pushing - the ability to move others around.

Lanefan
 

The basic "math" and structure of play is a big step forward: monster levels, half level bonus, weapon proficiency bonus, at-will/encounter/daily powers, healing surges.

Dependency on magic items has not been fixed (though it easily could be) and the expected use of implements adds to this core problem.
 

I liked the standard modifier (i.e. +1/2 level as the basis for all checks). Civ IV did something similar with great effect.

I also like rituals. It was always clear that some spells could be separated out like this.

I like implements, at least conceptually; I don't know much about the mechanics.
 


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