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 .
I voted for everything but the specific skill selection. While I have a few issues with 4E's system, I think just about everything on this list is a big step forward for D&D.
 

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One thing I should have added would be "Actions & Movement". I really prefer the 4E "Action Economy" with its Standard/Move/Minor/Immediate/Opportunity actions, and that Moves are there to move.
I like it over the 5 ft step and Full Attack elements of 3E.
 

Most of the things I like. I missed off stuff like weapon groups and proficiencies as they are neither here nor there. Their existence doesnt detract from the game but I wouldn't miss them if they weren't there.

Things missing from the list that I really like:

The disease track
Artifacts
Healing Surges - this is probably the biggest move away from prior editions and the one I like the most.
 

For me, the big draws are:

  • Monster Creation
  • Monster "Weights"
  • Character Class Roles
  • Skill Acquisition
  • Skill Challenges
  • Racial Features
  • Rituals
  • Tiers of Play

I like how 4e handles all of those things.
 

I like some of the weapons aspects.

Most of the rest was really a step backwards for me; 4e is simply not to my tastes.

But there are so many other systems out there that it makes very little difference :)
 


I really like that 4e spells out the specific monster 'weights'. And I really like the encounter design philosophy in general. For me, those are the absolute high point of 4e.

I may be in a minority, but I like the class roles, and even that they're stated explicitly. However, I do think that the game has probably been a bit too rigid in role protection, and feel that it really hurts the game that it is so combat-focussed (in print, at any rate).

I also really like skill challenges as a concept, although the implementation is lacking.
 

I voted for everything except the racial properties and the class power at-will/encounter/daily structure. It is not that I hate those (there are many good ideas in the concepts), but I find them a bit limiting.

Other than that, I really like everything else on the list, plus many other things.
 

Looks like magic items are the big loser.

And it's too bad that the most radical change, i.e., the power structure, is not among the big winners.

Ben
 

I'm not a 4th Ed. hater... I just don't think any of its changes are truly that amazing, novel, or honestly even useful.

Better than 3.5 ended up? Oh sure, no question. But still too crunchy and tactical for me to ever really embrace it as my one true fantasy game.

Some of the rule changes I do actively dislike, most I'm indifferent about, while a small few I think are a final and sensible 'official' adoption of the house rules most everyone probably uses anyway.
 

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