Why do you keep playing 4e?

I was exhausted DM'ing 3.5E and from the outset (presentation aside!), 4E sounded fresh and enticing. We've been playing semi-every-week for six months, and while our view on the system's minor flaws is beginning to resolve in some of the house rules I'm contemplating, the game on the whole has turned out to be fantastic to run, and in the couple of one-shots I've played, similarly fun to play.

It may well be that 4E spoke directly to my own preferences when DM'ing, as well as my own circumstances with respect to player type and the amount of time I have to prep, but I'm simply finding 4E the better game... by quite some margin.
 

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As I sit here and begin my prep work for tomorrow nights 3.5 level 18 game, which I will be up till midnight and part of tomorrow working on... the simplicity of 4E for both running and prep time is what my draw is.

Sure, I'll keep playing 3.5/Pathfinder but my preference if I am running the game is 4E. I don't find 4E as a player limiting at all.
 

D&D's generic. I can use it for Warhammer Fantasy ..it's easy to convert since WFRP2 was essentially 3.0 anyways (except for the spells..which are such a tiny part of the game anyways).

jh
 

Another reason I am still playing 4E

4e is also nice for spur of the moment games, last night it took us 20 minutes to set up 5 lv 8 characters and for me to set up a short adventure off the cuff. It was nice to know that even though the characters were set up fairly quickly and that 2 of the players had not played 4e before I didn't have to worry too much about thier pc's being under powered.

Phaezen
 

My campaign starts tomorrow (Sunday). I can't wait to run.

I really like how creating my own adventure for 4e is quicker than creating one for 3e. The stats and numbers don't get in the way of creating a good adventure--especially with NPCs. I realize now that 3.0/3.5e treated every monster and NPC as PCs, with full statistics. 4e, doesn't do this. Instead, NPCs and monsters are given what they are needed for specific encounter and that's it.

:D
 

Because my choice (as player) is 4E or no D&D and because of the other players. The sad thing is I'm finding 4E to be "20 minutes of fun in 4 hours" more than I ever did with 3.X E.
 


I'll put another vote in for cosmology and fluff (gasp! - but 4E has such crunchy goodness).

The Feywild and Shadowfell took what I liked best in other game universes (especially White Wolf/WOD) and made them D&D friendly. The new take on the Astral Plane, Elemental Chaos and Abyss creates planes that are actually useful/useable in a campaign... and I can see they will be used!

And healing surges. Healing surges has done more to open up the game to other styles of plays than any other change... you actually can run an all-martial campaign or a low magic game and not change the fundamentals of how it's played.
 

Great post Firebeetle, you hit pretty much everything that makes 4e a far superior gaming experience for me and my groups. I'll add a couple points I particilarly enjoy as well.

H. While magic items are still assumed to be a part of the game, they are not the core of the character's abilities like they were in 3.x. Gone are the days of the magic item Xmas trees! Now, the abilities and skills of the character are of the most importance, and while magic items are nice to have, they aren't necessary.

I. The new cosmology gets my brain going, and is far more compelling than the old one. I loves me some Shadowfell, Feywild, Astral Sea, Elemental Chaos, and Primordials!

J. 4e has a MUCH more solid framework to build on than 3e. The math works at all levels (we've played 1-7th, 15th, and 25th level adventures) without falling apart, and prepping and running high level games is EASY. I don't think WotC has even started to do some of the cool stuff the 4e system could handle- the next 5-7 years are going to be an exciting time!

K. I like that 4e focuses more on teamwork and mastery of PLAYING the game, rather than system mastery. I'd noticed this over the years of 3e, but it wasn't until someone earlier in the thread linked to a Monte Cook article saying they designed 3e to be a system mastery game that I realized the designers intentionall did this. IMO, thats horrible game design. While all games have some system mastery (even 4e), making it a core goal of game design seems like flawed reasoning, and counter to actually playing the game. Basically, this is saying that they designed the game to be fun for some people (rules lawyers), at the expense of others (more casual gamers, or ones that didn't get into system mastery). I know over the years I saw many new players take a look at the 3e books, and say "no thanks", or get frustrated when someone who put system mastery first made a PC that completely overshadowed their character. Thankfully, that reasoning is now gone.

L. 4e is new player friendly. In the entire run of 3e, I tried to recruit 9 new players- only one stuck with it, and he was really into number crunching. During the last six months, I've tried to recruit 4 new players, and ALL of them are sticking with it (and three of them are women who tried 3e and HATED it). The game is streamlined and easy to understand, without all the rules minutiae and baggage of 3e, but its still complex enough to allow for experienced players to be satisfied too. Thats a win/win situation!

M. Making monsters is a ton of fun. I like that monsters are not designed around the same principles PCs are. That means I can just design a monster how I want, and if I follow the guidelines, I can be 95% assured that it won't be over or under-powered, and will be a fun experience for the players. Compared to this, the whole CR/EL thing was a complete mess.

Testify, brother! Testify!

N. RPGA guidelines for making a character and just making a character is now the same. That is so cool. No more special guidelines, if you've got the book you're good to go.

O. Easy math. Having everything divisible or multiples of 2, 5, and 10 is brilliant. All those seconds saved figuring math problems out really adds up. I've had players with terrible math problems, they don't have problems with the new system.

P. Minions, why didn't someone think of this before? I love minions. You can always round out an encounter with a few minions. I just ran a bar fight scenarios using minions, with barmaid artillary throwing beer mugs, and a few brutes in there. It was a blast.

Q. Pacing is very good, all adventures seems to run smoothly and well.

R. Improvisation. it is easy to move to action because it is so easy to compose a skill challenge or encounter on the fly. I'm very tempted to run a complete "sandbox" adventure, allowing players to move about quite freely composing encounters as I go with no more than general guidelines.

T. All monsters are dangerous. It's been a real education for players to have their characters pasted by kobolds on a regular basis. All the monsters have flavor, their abilities really highlight their personality.

U. The XP system is so much easier to deal with. I count the XP using poker chips at the end of the session, and then divide.

V. Rituals. I used to be famous as the player who took combat-useless spells. Rituals finally covers that, and it makes magic seem, well, magic.

I'll try to get to the rest of the alphabet later.
 
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