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Yet another "4.0 impressions" thread
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<blockquote data-quote="evilbob" data-source="post: 4308357" data-attributes="member: 9789"><p>Re: the whole evil discussion</p><p></p><p>Just to clarify since sometimes exaggeration is a bad idea for forums: certainly you don't "have" to be good, and it is not impossible to be evil. Even the MM has rules for variant PC races. However, 4.0 clearly says that you -should- play a non-evil character, and you are nudged in that direction on multiple occasions. Clearly you still can, but the emphasis on not doing that is what I found to be interesting (again: not good, not bad). (I mean 2 of the PrCs from the 3.5 DMG were for evil characters - quite a difference now.)</p><p></p><p></p><p>Also, I left something out of my original list:</p><p></p><p><strong>Neither good nor bad, but different:</strong></p><p>- Big monsters don't do much. I can appreciate that a narrow range of options makes a DM's life easier and tactics more obvious, and when you're running 4 different types of creatures I doubt it's even noticeable. But I wonder if big, powerful monsters with hundreds of HP will seem quite as cool after round 15 of the same 3 things. In particular, iconic super-bosses like balors, pit fiends, and the terrasque (sp?) seemed much more like huge bags of HP than terrifying foes. Again, I will reserve my opinion for when I've seen it in play, but I'm worried. (This also cuts down on their plot/RP options - unless, again, you just forge a new path and make it all up yourself. How do balors ever leave their own plane? I guess it's up to me [or future supplements]!)</p></blockquote><p></p>
[QUOTE="evilbob, post: 4308357, member: 9789"] Re: the whole evil discussion Just to clarify since sometimes exaggeration is a bad idea for forums: certainly you don't "have" to be good, and it is not impossible to be evil. Even the MM has rules for variant PC races. However, 4.0 clearly says that you -should- play a non-evil character, and you are nudged in that direction on multiple occasions. Clearly you still can, but the emphasis on not doing that is what I found to be interesting (again: not good, not bad). (I mean 2 of the PrCs from the 3.5 DMG were for evil characters - quite a difference now.) Also, I left something out of my original list: [B]Neither good nor bad, but different:[/B] - Big monsters don't do much. I can appreciate that a narrow range of options makes a DM's life easier and tactics more obvious, and when you're running 4 different types of creatures I doubt it's even noticeable. But I wonder if big, powerful monsters with hundreds of HP will seem quite as cool after round 15 of the same 3 things. In particular, iconic super-bosses like balors, pit fiends, and the terrasque (sp?) seemed much more like huge bags of HP than terrifying foes. Again, I will reserve my opinion for when I've seen it in play, but I'm worried. (This also cuts down on their plot/RP options - unless, again, you just forge a new path and make it all up yourself. How do balors ever leave their own plane? I guess it's up to me [or future supplements]!) [/QUOTE]
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