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Why do you keep playing 4e?
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<blockquote data-quote="Firebeetle" data-source="post: 4636651" data-attributes="member: 34506"><p>Testify, brother! Testify!</p><p></p><p>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.</p><p></p><p>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><p></p><p>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.</p><p></p><p>Q. Pacing is very good, all adventures seems to run smoothly and well.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>I'll try to get to the rest of the alphabet later.</p></blockquote><p></p>
[QUOTE="Firebeetle, post: 4636651, member: 34506"] 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. [/QUOTE]
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