Why do you keep playing 4e?

The enjoyment of designing an adventure to me comes from the story and personalities I create. The mechanics of a system are totally irrelevant to that.

Unless they are such a pain that they get in the way of that and make it a chore which is what I found in 3rd Ed. There were short cuts you could take designing NPCs and encounters in 3rd Ed, but it was still a pretty painful process in my experience, even more so if you did it "properly".
 

log in or register to remove this ad

I keep playing 4e for the following reasons:

1) I like rituals.

2) I like the DMG.

3) I like the skill system.

4) I like the single-class, with multi-class feats, approach.

5) I like the Paragon Paths implementation.

6) I can tolerate most of the other things that my players like (which are issues I have with all editions of D&D), because there is enough that I like.
 

I'm enjoying 4e so much I have to keep posting in this thread.

I love the scalability of 4e encounters. We keep adding and subtracting players. We joke that we never want our DM to know how many of us there are. Yet every week he preps for somewhere between 4 and 9 PCs, and decides what's in the encounter at the table... and it works every time.

Rocks! that's what it does... Rocks!

PS
 

I love it because, for some reason unknown to man, the fact I enjoy playing the newest edition causes no shortage of angst and anger amongst those who refuse to do so.

I'm an ass that way.

Plus, it's a pretty kick-butt system.

WP
 

I love it because, for some reason unknown to man, the fact I enjoy playing the newest edition causes no shortage of angst and anger amongst those who refuse to do so.

I'm an ass that way.

Plus, it's a pretty kick-butt system.

WP

Back from your latest ban, huh?

;)

/hugs
 

My group and I keep playing 4E for these reasons -

It closely resembles the homebrew I developed from Star Wars Saga/hybridizes 3.5 D&D.

I love the Ritual system as a form of sorcery for low magic games.

I like the powers that encourage teamwork and work in cadence with one another in battle.

Scaling encounters and building encounters are super simple!

My players don't need a Wizard/Cleric to survive, period. They can play all Martial classes without having to worry about heal me, blow this up, disintegrate that. Works perfectly for a low magic world.

My group is almost Paragon level, and the mechanics have worked out exceedingly well to date.
 

Oh and this too.

I am pleased with how quickly and easily I was able to purge the Great Wheel from my memory.
I just realized how much more refreshing it is not having to apologize for the new cosmology to folks with no interest in giving 4E a fair shake anyway. As far as I'm concerned, the new planar arrangement is just better.

So long, Great Wheel! And good riddance. Don't let the door hit you on the way out.
 

I just realized how much more refreshing it is not having to apologize for the new cosmology to folks with no interest in giving 4E a fair shake anyway. As far as I'm concerned, the new planar arrangement is just better.

So long, Great Wheel! And good riddance. Don't let the door hit you on the way out.

I thought the great wheel was interesting. But I have 3 editions worth of info about the great wheel- Something new is nice. Plus I like the idea of the new cosmology.
 

I thought the great wheel was interesting. But I have 3 editions worth of info about the great wheel- Something new is nice. Plus I like the idea of the new cosmology.

I always found the great wheel to be great to read about, in the same way that dante's inferno/divine comedy were great reads. The 4e cosmology isn't as interesting in the micro detail. That said, its a bit easier to work with for the average adventure.
 

At its simplest, we are still playing 4E, because it is thus far the edition that best suits the play style of both me as a DM, and my players (though not all of them would admit it).

It's nice to see my players trying out class and race combinations that never would have considered before (my wife playing a Wizard or a Cleric... HAH!) and enjoying it.

It's nice to see a combat that slowly evolves from a shifting stalemate, to a near defeat, to a rallying comeback, to a total victory for the characters. To have it happen over the course of several rounds, and because the characters came up with good tactics, working together as a group to succeed.

That's a start...

But since I saw this and the legion of THIS responses, I got to ask why this? The enjoyment of designing an adventure to me comes from the story and personalities I create. The mechanics of a system are totally irrelevant to that. What does 4e give you that makes it fun to create an adventure for? Honest question, not trying to be snarky or a threadcrapper.

For me, at least, if I have to spend less time fiddling with monster and traps statistics, I have that much more time to work with the story and the personalities that you mention.

In other words, I can devote more thought to the plot of the adventure, if I don't have to work so hard on the mechanics and system.
 

Remove ads

Top