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1 year ago ::
Apr 16, 2012 - 11:18AM
#201
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There are 4 things that I really like about 4e's mechanics compared to the other editions I know.
1. 4e moved away from 3e and back towards 1e in having more open ended rules for noncombat situations. The simplification of the skills system was a big part of this, but not the only one.
2. 4e made a greater attempt than any other edition (TMK) to equalize the classes and races. This is important, because it doesn't penalize players for wanting to play a particular class or race. It also makes it a lot easier to standardize encounters, since the specific makeup of a party is much less of a factor in encounter difficulty. Now party size and level are the only real issue. These two factors are much easier to account for.
3. It incorporated "prestige classes" from previous editions by giving every class a choice of "paragon paths".
4. It continued the 3.5e decision to support epic level (21-30) play. It improved upon it by making epic level play an integral part of the initial rulebooks. In 3.5e it was more of an add-on to DMG1.
I also appreciate the creation of the Essentials line, to provide simpler rules for players.
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1 year ago ::
Apr 16, 2012 - 1:27PM
#202
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Date Joined:
Jun 16, 2006
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I didn't mind the essentials line but I wish they were more modular. Kind of like the build options when 4e first launched. You had two distinct builds for the Ranger (Two-weapon Fighter/ Archer) later they added Beast master. I like how I could switch a few feats and abilities to have a different build... I don't like having to create the character as a completely different class to see the changes. Under class it should have an option for build and if you select it will pre-select relevant powers for you or limit your choices on each of the following screens. If you leave it blank you can see all the options for the class. Just a pet-peeve. On the other hand... if you switch out core mechanics of a class or change relevant ability scores... it's a new class don't try to say it's a variant.
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1 year ago ::
Apr 16, 2012 - 2:16PM
#203
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I haven't actually played essentials, but I suspect I will agree with you when I do start playing it. I suspect that the designers agree with you about "modularity" which is why it's such a big part of 5e's design goals.
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1 year ago ::
Apr 17, 2012 - 12:34PM
#204
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Date Joined:
Jan 24, 2006
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I'd personally like to see them keep (or improve on) the A/E/U/D system. I found it was the most innovative part of 4e. It'd also be nice to see some of the old spells from the earlier editions make a reappearance somehow. I missed shape change/other spells not being included in the basic book. I also hope they'll actually keep the player's handbook to one book this time and include all the old classes. Sure, it may weigh 30 lbs. but I'd still rather have all the basic info in one book. It makes is simpler. Also, in my experience, players tend to play characters included in the 1 Player's Handbook much more often than anything else (especially new players). Thanks for reading. David L. Dostaler Author, Challenger RPG www.amazon.com/Challenger-Free-Roleplayi...
David L. Dostaler Author, Challenger RPG (free)
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1 year ago ::
Apr 25, 2012 - 2:33AM
#205
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Date Joined:
Apr 23, 2012
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I liked that encounter design and character design was quicker and easier. 3.X had a problem in that very few people had the time to write adventures, because of all the mechancis involved, which meant either leaving much of the mechanics to estiamation, or having a very long lead time to running games.
The reason I don't play 4e is that the encounter design and character design is quicker and easier, neatly removing all the decisions and changepoints that I found interesting. I couldn't make a character that was notably different from anyone else's, and my encounters were forced into a mould that I don't particularly enjoy.
In essence, took a lot of design elements that were previously available (most of the options people seem to enjoy here were present in some form in 3.X, although you had to look darned hard to find them, and they didn't always work as well) and enforced their use in particular combinations that would make a balanced game. The result was a tight fast game that was simple enough to bring many people into the hobby. I played 4e with people who really enjoyed it, and wouldn't otherwise have played. It also resulted in a game that I didn't particularly enjoy playing, and the only edition thus far that enforced a playstyle I didn't like.
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1 year ago ::
Apr 25, 2012 - 1:53PM
#206
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Date Joined:
Jan 24, 2006
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I liked that encounter design and character design was quicker and easier. 3.X had a problem in that very few people had the time to write adventures, because of all the mechancis involved, which meant either leaving much of the mechanics to estiamation, or having a very long lead time to running games.
The reason I don't play 4e is that the encounter design and character design is quicker and easier, neatly removing all the decisions and changepoints that I found interesting. I couldn't make a character that was notably different from anyone else's, and my encounters were forced into a mould that I don't particularly enjoy.
In essence, took a lot of design elements that were previously available (most of the options people seem to enjoy here were present in some form in 3.X, although you had to look darned hard to find them, and they didn't always work as well) and enforced their use in particular combinations that would make a balanced game. The result was a tight fast game that was simple enough to bring many people into the hobby. I played 4e with people who really enjoyed it, and wouldn't otherwise have played. It also resulted in a game that I didn't particularly enjoy playing, and the only edition thus far that enforced a playstyle I didn't like.
I totally agree, Cardinalteplin. Your experience almost exactly mirrors mine. I never played 4e until a group of my friends started a game. That game never took off and we haven't played it in weeks even though we're still all 1st level. It's sad, but true.
I also agree about the playstyle issue. 4e is a very tight and fast system, it has a lot of good ideas, but it also enforces a particular playstyle. If you're not in favor of that playstyle you're kind of out of luck.
I would basically 'powergame' my character to be absolutely lethal (and way-too-powerful) just so I could 'role-play' how I wanted to without dying. Ha ha.
I hope 5e addresses these issues. I've heard that they're planning on incorporating it more in the rules which would be great. Here's crossing my fingers.
--David L. Dostaler Author, Challenger RPG a Free Roleplaying Game
David L. Dostaler Author, Challenger RPG (free)
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1 year ago ::
Apr 26, 2012 - 6:10PM
#207
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Date Joined:
Apr 26, 2012
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I'll try to keep this positive, in the spirit of the thread, although I disagree with a number of your items. Things I liked about 4th edition: Retraining is fine (and easily houseruled away if you disagree). Not rewarding constant resting is good for game flow. Getting rid of prepared spellcasting was the single best thing the system did, by far. Consolidation of skills was done well (eg, "Athletics" instead of Climb/Jump/Swim all seperate) No randomization in character creation No stats on items (this is really a balance issue more than anything else, the item with your favorite stat on it was always the best buy for you in 3.X) Fluff alignment I... can't think of anything else I liked. I'll try and keep my hatred to myself...
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1 year ago ::
Apr 26, 2012 - 10:35PM
#208
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Date Joined:
May 11, 2010
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I've been collecting and painting fantasy miniatures for 22 years this summer, so what 4e did right for me was make combat exciting and work very well on the tabletop without disrupting the core RPG experience. I hear people say it can get really slow, but I tend to never play with more than 4 PCs and if I do, I can often find ways to quickly scale the encounter without adding more monsters and thus additional dead time. I don't feel that 4e significantly changed out of combat 'roleplay' because that is largely a vocal back-and-forth with my group and I (or whomever felt like running a quick adventure one night) tend to wing a lot of tests and construct a more elaborate outcome based on a notably extreme failure or success. But if I was forced to choose just one thing, it would be Power sources. Power sources are something that I was glad to see in print as it has always been a theme for me for as long as I've been roleplaying. For me, every story element has a power source and colour and feel that all blend together. If I'm going to craft a dungeon, I start with a power source, and then build the space in my mind; what colour would the lair radiate, what emotion and feeling does it bring, what sort of creatures would appropriately populate the area. Also race, class and path correlation to power sources and how they allow the characters to better connect with power sources in the game world. A quick list of other standout features would be; Solo monsters and minion swarms, changes to mage and cleric combat, characters in general feeling more heroic and the plethora of retrainable powers allowing you to create a very unique and interesting combat role, condensing skills and finally to agree with quite a few other people in this thread, Bards are actually really cool! I don't often play a player character, but when I do, I prefer Halfling Bards
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1 year ago ::
Apr 28, 2012 - 11:23AM
#209
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Date Joined:
Apr 24, 2012
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While i am sort of a 4E player ( I combine alot of 3E elements) I feel I need to mention something that I haven't seen here yet, though I haven't read the whole thread. The spell descriptions for 4E were perfect. There are no page and a half spell descriptions as everything is so simplified to make sense in mechanical terms only. Just look at Dispel magic for instance. Crystal clear and you don't need to have G8 summit to discuss the rules in the middle of a battle to use it. Also the conditions ( stunned etc. ) were very streamlined and you knew what had happened to any character in that situation because they were limited. I liked the action types because it was simple as well Standard, move, minor. Done Same thing with the Attack types, very simplified: burst, melee, ranged, close and blast There doesn't need to be a different kind for each spell or attack ( though I have in my game done away with square fireballs...)
Really I like the whole combat chapter I guess.
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1 year ago ::
Apr 29, 2012 - 1:57PM
#210
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Date Joined:
Jan 24, 2006
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I'll try to keep this positive, in the spirit of the thread, although I disagree with a number of your items. Things I liked about 4th edition: Retraining is fine (and easily houseruled away if you disagree). Not rewarding constant resting is good for game flow. Getting rid of prepared spellcasting was the single best thing the system did, by far. Consolidation of skills was done well (eg, "Athletics" instead of Climb/Jump/Swim all seperate) No randomization in character creation No stats on items (this is really a balance issue more than anything else, the item with your favorite stat on it was always the best buy for you in 3.X) Fluff alignment I... can't think of anything else I liked. I'll try and keep my hatred to myself...
I agree with pretty much all your 'likes' of 4e, Velcthulu.
I also liked the power system in principal (if not execution). I think it was 4e's biggest innovation. Magic items also got kind of under-powered.
--David Author, Challenger RPG
David L. Dostaler Author, Challenger RPG (free)
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