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<blockquote data-quote="jaer" data-source="post: 4052461" data-attributes="member: 57861"><p>- Self healing for every class, and more healing all around without a dedicated healer. I've actually retired a character mid adventure and switched to a cleric because we needed a healer.</p><p></p><p>- Reduction of the 15 minuted work day. As a DM, I really hate when my players blast away through 2 or 3 combats without regard for their resources and then "whoops! time to teleport home or use the Rope Trick to rest." I can't make every dungeon 'time sensitive.' They've been bitten by leaving early and coming back, but I can't do it most of the time.</p><p></p><p>- With Defender rules, I have a reason to play creatures tactically and actually attack the fighter rather than the squishy wizard who is doing more damage.</p><p></p><p>- Reduction of the power of magic and, it seems, making travel methods higher level. That players can teleport around the world by 9th lvl. As a DM, I need to prepare for them to walk somewhere, only for them to teleport and all the prep-time is down the drain.</p><p></p><p>- Less "Go team!" rounds. That is the cry of many a spell caster in my groups when they don't need to waste their magical resources or have little that will help this combat, but they also know their non-magic stuff is so weak, it's not worth rolling the d20.</p><p></p><p>- More movement in combat. I hate that the best tactic for meele is to stand still to get all iterative attacks. After 6th lvl, it is a better tactic for players to hold their action and have the enemy charge them; the enemy only gets 1 attack that round, the fighter will get 2. And since the only movement that happens is 5' steps to get into flanking position, the environment never gets used. It's also pretty unbalanced in that wizard spells scale, so they can move and unleash massive death, while meele attacks depend on standing still and hitting several times to do their damage.</p><p></p><p>- PCs, not magic items, have the fetch abilities. I no longer need to make up magic items that do sweet things so my players have more options than 'attack' and 'cast a spell'. Magic Item Compensidum already helped with this, creating neat magic items with awesome little effects.</p><p></p><p>- New Magic Item scheme. I really like the "only 3 slots get dedicated +s, the rest are for rousetastic effects." I just hope it stays that way.</p><p></p><p>- Wizardly Implements. I have always made staves do more than just be spells in them, but I think the new version will take it a step further than I was willing to, because the game is balanced for them.</p><p></p><p>I'm sure I could list many more (like how wizards and clerics kept getting more and more new, awesome, and high level spells, but fighters didn't get a good dose of powerful, high level feats until PH2) but these are the things I am really excited for. My groups have always enjoyed D&D, and through the various editions, it has only ever gotten better. I trust 4e to do the same.</p></blockquote><p></p>
[QUOTE="jaer, post: 4052461, member: 57861"] - Self healing for every class, and more healing all around without a dedicated healer. I've actually retired a character mid adventure and switched to a cleric because we needed a healer. - Reduction of the 15 minuted work day. As a DM, I really hate when my players blast away through 2 or 3 combats without regard for their resources and then "whoops! time to teleport home or use the Rope Trick to rest." I can't make every dungeon 'time sensitive.' They've been bitten by leaving early and coming back, but I can't do it most of the time. - With Defender rules, I have a reason to play creatures tactically and actually attack the fighter rather than the squishy wizard who is doing more damage. - Reduction of the power of magic and, it seems, making travel methods higher level. That players can teleport around the world by 9th lvl. As a DM, I need to prepare for them to walk somewhere, only for them to teleport and all the prep-time is down the drain. - Less "Go team!" rounds. That is the cry of many a spell caster in my groups when they don't need to waste their magical resources or have little that will help this combat, but they also know their non-magic stuff is so weak, it's not worth rolling the d20. - More movement in combat. I hate that the best tactic for meele is to stand still to get all iterative attacks. After 6th lvl, it is a better tactic for players to hold their action and have the enemy charge them; the enemy only gets 1 attack that round, the fighter will get 2. And since the only movement that happens is 5' steps to get into flanking position, the environment never gets used. It's also pretty unbalanced in that wizard spells scale, so they can move and unleash massive death, while meele attacks depend on standing still and hitting several times to do their damage. - PCs, not magic items, have the fetch abilities. I no longer need to make up magic items that do sweet things so my players have more options than 'attack' and 'cast a spell'. Magic Item Compensidum already helped with this, creating neat magic items with awesome little effects. - New Magic Item scheme. I really like the "only 3 slots get dedicated +s, the rest are for rousetastic effects." I just hope it stays that way. - Wizardly Implements. I have always made staves do more than just be spells in them, but I think the new version will take it a step further than I was willing to, because the game is balanced for them. I'm sure I could list many more (like how wizards and clerics kept getting more and more new, awesome, and high level spells, but fighters didn't get a good dose of powerful, high level feats until PH2) but these are the things I am really excited for. My groups have always enjoyed D&D, and through the various editions, it has only ever gotten better. I trust 4e to do the same. [/QUOTE]
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