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You don't like the new edition? Tell me about it!
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<blockquote data-quote="Arthnek" data-source="post: 4303077" data-attributes="member: 55333"><p>Hi Fuzzle =D</p><p></p><p>To answer your last question regarding how many options should a game have to have enough. In my opinion 3.5 had it just about spot on so that I as a dungeonmaster or player could decide...ok I want to create a priestess of Mask or a priest of Bane. I look over the list of the hundred plus spells and I plot out the types of spells I think will most reflect a cleric of a god of thievies or a god of hate. I look over the massive list of feats and finally decide whether it makes the most sense for me to play my character as a straight cleric or bounce back and forth between cleric and rogue.</p><p></p><p>In 4e there is almost no difference between the priest of one god or goddess and another. THey all begin play with the same narrow range of powers. Character alignment has little to no impact on priestly powers either.</p><p></p><p>To my mind this creates a very generic universe and one which I have a very hard time getting excited to play in or create adventures for.</p><p></p><p>Alignments</p><p></p><p>You may not like alignments in the old edition but they at least had a certain lore and tradition closely tied into the pantheons and histories of settings spanning back thirty years. The new alignment structure is about the worst possible approach I can imagine. Its like they gave the alignment issue about ten minutes of thought during a coffee break and just rolled with whatever came to mind.</p><p></p><p>I mean I can play a character which is "good" or "super duper good" or I can play a character which is "evil" or "super chaos lord gangsta vampire puppy stabbing evil". My other option is to play with team "unaligned" which seems to include most of the gods. </p><p></p><p>They would have been better off just abandoning the entire alignment structure altogether as this new one is pretty poorly put together in my opinion.</p><p></p><p>A short list of other issues...</p><p></p><p>Players are discouraged from rolling characters. Everyone is supposed to be the same vanilla just slightly above average character (which pretty much describes the entire flavor of the books to me).</p><p>No rolling hit points.</p><p>First level feats are assigned.</p><p>First level power options are so narrow that you might as well pick the recommended options because there aren't any or many beyond what is recommended for you. This means that every cleric, fighter, paladin while not exactly the same is darn close. Sameness on that scale to my mind as a DM = boring.</p><p>Gods - The starting list of gods presented in the PHB looks like someone took a few gods from the Realms, a few from Greyhawk, a few from other campaigns and put them into a box, shook them up and randomly picked out eleven as the new gods of DnD. There is no feel of a mythos to any of it.</p><p>Monsters - monsters are crunchy hero clix figures now with little to no information on their behavior, habitat or means of fitting into a DM's setting. Just a collection of combat stats.</p><p>Minions - The perfect thing to ambush a party with in huge numbers provided the monsters win initiative. A single initiative roll can sway an entire battle determining whether the scads of one hit point minions all get their shots off first or the players pop off their AOE's and drop them before they have a chance to fire.</p><p>Moving and Sliding in Combat - Ok this is cool but we've played this sort of thing forever in other game systems it is only new to DnD.</p><p></p><p>The last bit that bothers me is the assumption that first through third level was a bummer to play. I really enjoy playing the low levels. Those levels can be some of the most fun times in an entire campaign both as a player and as a DM. </p><p></p><p>Don't get me wrong. I was really looking forward to this edition. All the hype online certainly made it sound awesome. I was the one banging the drum for 4th edition in my local gaming group. I can't tell you how disappointed I was to see what feels like the heart and soul of the game gutted in order to turn the thing into a vehicle for selling a hero clix style board game that used to be dungeons and dragons.</p><p></p><p>Again just my opinion. Lots of people love the new game. I'm probably just old and set in my ways but I'm sticking with my old books.</p></blockquote><p></p>
[QUOTE="Arthnek, post: 4303077, member: 55333"] Hi Fuzzle =D To answer your last question regarding how many options should a game have to have enough. In my opinion 3.5 had it just about spot on so that I as a dungeonmaster or player could decide...ok I want to create a priestess of Mask or a priest of Bane. I look over the list of the hundred plus spells and I plot out the types of spells I think will most reflect a cleric of a god of thievies or a god of hate. I look over the massive list of feats and finally decide whether it makes the most sense for me to play my character as a straight cleric or bounce back and forth between cleric and rogue. In 4e there is almost no difference between the priest of one god or goddess and another. THey all begin play with the same narrow range of powers. Character alignment has little to no impact on priestly powers either. To my mind this creates a very generic universe and one which I have a very hard time getting excited to play in or create adventures for. Alignments You may not like alignments in the old edition but they at least had a certain lore and tradition closely tied into the pantheons and histories of settings spanning back thirty years. The new alignment structure is about the worst possible approach I can imagine. Its like they gave the alignment issue about ten minutes of thought during a coffee break and just rolled with whatever came to mind. I mean I can play a character which is "good" or "super duper good" or I can play a character which is "evil" or "super chaos lord gangsta vampire puppy stabbing evil". My other option is to play with team "unaligned" which seems to include most of the gods. They would have been better off just abandoning the entire alignment structure altogether as this new one is pretty poorly put together in my opinion. A short list of other issues... Players are discouraged from rolling characters. Everyone is supposed to be the same vanilla just slightly above average character (which pretty much describes the entire flavor of the books to me). No rolling hit points. First level feats are assigned. First level power options are so narrow that you might as well pick the recommended options because there aren't any or many beyond what is recommended for you. This means that every cleric, fighter, paladin while not exactly the same is darn close. Sameness on that scale to my mind as a DM = boring. Gods - The starting list of gods presented in the PHB looks like someone took a few gods from the Realms, a few from Greyhawk, a few from other campaigns and put them into a box, shook them up and randomly picked out eleven as the new gods of DnD. There is no feel of a mythos to any of it. Monsters - monsters are crunchy hero clix figures now with little to no information on their behavior, habitat or means of fitting into a DM's setting. Just a collection of combat stats. Minions - The perfect thing to ambush a party with in huge numbers provided the monsters win initiative. A single initiative roll can sway an entire battle determining whether the scads of one hit point minions all get their shots off first or the players pop off their AOE's and drop them before they have a chance to fire. Moving and Sliding in Combat - Ok this is cool but we've played this sort of thing forever in other game systems it is only new to DnD. The last bit that bothers me is the assumption that first through third level was a bummer to play. I really enjoy playing the low levels. Those levels can be some of the most fun times in an entire campaign both as a player and as a DM. Don't get me wrong. I was really looking forward to this edition. All the hype online certainly made it sound awesome. I was the one banging the drum for 4th edition in my local gaming group. I can't tell you how disappointed I was to see what feels like the heart and soul of the game gutted in order to turn the thing into a vehicle for selling a hero clix style board game that used to be dungeons and dragons. Again just my opinion. Lots of people love the new game. I'm probably just old and set in my ways but I'm sticking with my old books. [/QUOTE]
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