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Why did you quit playing 4e
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<blockquote data-quote="Iz" data-source="post: 4614523" data-attributes="member: 81900"><p>I see that the 4E is not getting good publicity, but I agree with most of the flaws mentionned.</p><p></p><p>Oddly enough, though, I find that the amount of work put on the GM in order to prepare the battles (which in a way has been the 'basic' center of most D&D games in the past) is a lot lighter than in the previous 3/3.5 edition where it was getting rapidly tedious past level 10.</p><p></p><p>I have GMed 3.5 around leve 9 and it was quite tedious, not to mention that the battles were longue, that there were many options with both the players and with the many monsters. Also the CR was a complicated system, so I personnally though.</p><p></p><p>I suppose that it all depends on how you want to have your game played, we are a group that is much more RP focused, the first problem we noted with the 4E was the generalisation of skills, which was annoying and limiting.</p><p></p><p>The way we do things right now, we take the time to prepare battle of the 3.5 and transfer it to prepare good load of RP for the 4E. All in all it becomes interesting, since at first we thought that the skill challenges was quite a ridiculous concept, and yet you get used to it (after playing for months).</p><p></p><p>Here are the few RP options that we added:</p><p></p><p>Reputation: You get certain boni adding to certain people according to your character personnality, background and status. For instance, a level 6, pirate raised Rogue would get a +2 bonus (bonus adjustable according to level) for checks made against other pirates, sailors and portuary merchants.</p><p></p><p>Adding Skills: Though these skills cannot be used in skill challenges they give a flavour to the character and makes him more 'unique'. For example, my level 5 cleric was considered trained in navigation and had a racial bonus of +5. Nope, it's not too strong, but it lets him be good at something.</p><p></p><p>Attack/Spell Fluff: All the attacks and spells descriptions can be changed. Simple, and yet very efficient. Of course a evil cleric casting a beam of halo light with white feathers does not seem quite realistic.</p><p></p><p>RP solution to boring fights: Fights can get very long, very boring. It says in the book that an usual encounter should take more or less an hour. Hell! An hour! On a boss, yes, on a regular encounter, no way! We are encouraged to find solutions around fights (and still get the XP, sounds familiar) or to get rid of ennemies without fighting (boulders down a hill for example) and we are given XP for it.</p><p></p><p>Also we use our imagination a lot, and our GM might decide to solve a fight with a skill challenge, each describing their action and making a skill check instead of attack rolls, makes the game go faster and that way we don't need to take out the mat.</p><p></p><p>Finally, nothing stops a willing GM to create spells (why not?), races, classes. Eventually books will be out with more choices (I'm looking at you Complete warrior/mage/arcane/divine/...) but for the moment the system is new... you thus have to use your imagination for things like that. I think that the game is not so limited with the Paragon Paths, where you can make your character more what you want (sure its level 11 and thats far but it's not impossible). Paragon Paths, in my opinion, are better than Prestige class for they do not allow abusing and power gaming.</p><p></p><p>Anyhow, not big solutions, but it's important to be flexible with the rules and game as the GM and as players. The rules given in the books are only a core set, you're free to do whatever you want with them after.</p><p></p><p>All in all we did not quit playing and we're not bored with the game yet.</p><p></p><p>*yes I wasted my first post on this -.-*</p></blockquote><p></p>
[QUOTE="Iz, post: 4614523, member: 81900"] I see that the 4E is not getting good publicity, but I agree with most of the flaws mentionned. Oddly enough, though, I find that the amount of work put on the GM in order to prepare the battles (which in a way has been the 'basic' center of most D&D games in the past) is a lot lighter than in the previous 3/3.5 edition where it was getting rapidly tedious past level 10. I have GMed 3.5 around leve 9 and it was quite tedious, not to mention that the battles were longue, that there were many options with both the players and with the many monsters. Also the CR was a complicated system, so I personnally though. I suppose that it all depends on how you want to have your game played, we are a group that is much more RP focused, the first problem we noted with the 4E was the generalisation of skills, which was annoying and limiting. The way we do things right now, we take the time to prepare battle of the 3.5 and transfer it to prepare good load of RP for the 4E. All in all it becomes interesting, since at first we thought that the skill challenges was quite a ridiculous concept, and yet you get used to it (after playing for months). Here are the few RP options that we added: Reputation: You get certain boni adding to certain people according to your character personnality, background and status. For instance, a level 6, pirate raised Rogue would get a +2 bonus (bonus adjustable according to level) for checks made against other pirates, sailors and portuary merchants. Adding Skills: Though these skills cannot be used in skill challenges they give a flavour to the character and makes him more 'unique'. For example, my level 5 cleric was considered trained in navigation and had a racial bonus of +5. Nope, it's not too strong, but it lets him be good at something. Attack/Spell Fluff: All the attacks and spells descriptions can be changed. Simple, and yet very efficient. Of course a evil cleric casting a beam of halo light with white feathers does not seem quite realistic. RP solution to boring fights: Fights can get very long, very boring. It says in the book that an usual encounter should take more or less an hour. Hell! An hour! On a boss, yes, on a regular encounter, no way! We are encouraged to find solutions around fights (and still get the XP, sounds familiar) or to get rid of ennemies without fighting (boulders down a hill for example) and we are given XP for it. Also we use our imagination a lot, and our GM might decide to solve a fight with a skill challenge, each describing their action and making a skill check instead of attack rolls, makes the game go faster and that way we don't need to take out the mat. Finally, nothing stops a willing GM to create spells (why not?), races, classes. Eventually books will be out with more choices (I'm looking at you Complete warrior/mage/arcane/divine/...) but for the moment the system is new... you thus have to use your imagination for things like that. I think that the game is not so limited with the Paragon Paths, where you can make your character more what you want (sure its level 11 and thats far but it's not impossible). Paragon Paths, in my opinion, are better than Prestige class for they do not allow abusing and power gaming. Anyhow, not big solutions, but it's important to be flexible with the rules and game as the GM and as players. The rules given in the books are only a core set, you're free to do whatever you want with them after. All in all we did not quit playing and we're not bored with the game yet. *yes I wasted my first post on this -.-* [/QUOTE]
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