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Which concepts in 4E do you like?
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<blockquote data-quote="Fallen Seraph" data-source="post: 4621094" data-attributes="member: 57894"><p>Ugh hard to narrow it down, so I tried to trim it down to what really has made an impact:</p><p></p><p>1. Monster Creation: Pick Combat Role and Level to generate stats, go wild on powers</p><p>2. Monster "Weights": Minion, Elite, Solo</p><p>8. Character Class Roles</p><p>9. Skill Acquisition (Distinguish Untrained/trained/focus)</p><p>10. Skill System: Selection of Skills (existing skills, no "non-adventuring" skills like Craft/Profession)</p><p>11. Skill Challenges (allow group participation, multiple skill checks to achieve a goal)</p><p>13. Defenses (AC, Reflex, Fortitude, Willpower)</p><p>14. Saves instead of Durations</p><p>17. Power System Structure (At-Will, Encounter, Daily, base structure shared between classes)</p><p>18. Conditions (Dazed/Stunned/Immobilized/Restrained)</p><p>19. Combat Advantage as "catch-all" for advantagous combat position.</p><p>20. Rituals</p><p>21. Tiers of Play</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4621094, member: 57894"] 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. [/QUOTE]
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