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Switch to Forum Live View What's GOOD about 4e.
2 years ago  ::  Sep 29, 2011 - 4:40AM #41
XunValDorl_of_HouseKilsek
Date Joined: May 31, 2003
Posts: 5,317

Sep 29, 2011 -- 4:37AM, Pluisjen wrote:

Makes sense, doesn't it? Like I said; you'll be spent a lot faster. If you're really making an effort to not work together (rather then just not making to do work together) you'll probably not even make it through a single battle.

That's kinda how skirmishes work. You work with your allies, because 1v1v1v1v1v5 is probably going to be won by the five. Best to make your party the 5, and not the monsters. 




Death and having to create a whole new party is what makes you work together. Encourages, Makes really what's the difference? If someone has a gun to your head it could be considered an encouragement to do what the man says but in reality he is still making you do what he says.

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2 years ago  ::  Sep 29, 2011 - 4:41AM #42
Pluisjen
Date Joined: May 13, 2009
Posts: 14,168
Whatever Xun.
Epic Dungeon Master



Want to give your players a kingdom of their own? I made a 4e rule system to make it happen!

Your Kingdom awaits!


Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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2 years ago  ::  Sep 29, 2011 - 4:58AM #43
ORC_Ragnar
Date Joined: Jul 6, 2011
Posts: 431
Please refrain from personal attacks and flaming, these are violations of the Code of Conduct.

You can review the Code here: wizards.custhelp.com/cgi-bin/wizards.cfg...

You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violations, click on the “Report Post” button above the post and this will submit your report to the moderators on duty.
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2 years ago  ::  Sep 29, 2011 - 5:58AM #44
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249
Pretty much all of the above. There is really no aspect of 4e where they reimagined some part of the game that it didn't get better.
That is not dead which may eternal lie
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2 years ago  ::  Sep 29, 2011 - 6:08AM #45
Arithezoo
Date Joined: Aug 31, 2008
Posts: 3,271

Sep 29, 2011 -- 4:34AM, XunValDorl_of_HouseKilsek wrote:

Sep 29, 2011 -- 4:23AM, Pluisjen wrote:

Encourages. You can play without teamwork, but you'll probably be spent after 2 battles instead of 5, which will make the team as a whole a lot less effective.




More times you will end up dead. We tried this a few times and we ended dying almost every time. Each person did their own thing and it did not go over to well.  The cleric healed himself and not anyone else, the fighter only hit creatures and didn't worry about keeping them away from anyone else. The Wizard was dropping AOE's on top of monsters regardless of whether or not a PC was standing there because the Wizard was only looking out for himself just like everyone else. The character that lived the most was the rogue because all he did was use stealth and sneak away.


I think this is one of the good points of the game.  Any healer who only heals himself is not going to be very popular.  Any wizard who constantly blasts his friends "because he was only looking out for himself" isn't going to be very popular.  Etc.  While there might be some RPG systems that allow the entire group to play selfish characters, every game that I have played encourages team play.  There is a reason the heroes are together, after all.
Besides teamwork, I (as others have said) mostly enjoy how much easier the game is for the DM.  From the Player side, I like how any character I make will be an effective addition to the party.

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2 years ago  ::  Sep 29, 2011 - 7:30AM #46
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933
Just because people don't agree with
Nevermind. Not worth it. Dead horse, and all.
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago  ::  Sep 29, 2011 - 7:42AM #47
JRedGiant1
Date Joined: Jun 14, 2009
Posts: 1,926
Sort of related to the current muck, but back on topic....

I love leaders. My reintroduction to D&D, with the 4E rules, was my fiancee (gf at the time) telling me she was going to play in a group with some friends of ours. All of them were pretty new to D&D and I had been playing since I was 8 years old, but I had sworn off tabletop roleplaying due to some of the things I disliked about 3.5.

But I was damned if I was going to be a D&D widower.

Now I wasn't going to be DMing, but I was a very experienced gamer going to be sitting down with 4 newer players, all of whom I was very close with. I didn't want to make a character that would run roughshod over all of them, spoiling their fun, but I didn't want to just softball my character either.

Then I discovered leaders. Here was a character type I could optimize and make very effective, but what it would really do is make everyone else very effective. I could have my cake and eat it too!
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2 years ago  ::  Sep 29, 2011 - 7:43AM #48
Bohrdumb
Date Joined: Mar 31, 2010
Posts: 1,989
Someone earlier mentioned 'feeling useful.' It reminds me of a scenario we got in with a DM (whose game I have since left) who put us into some mystical realm where everyone but humans were slowed, and your defenses went down by 1 for every square you were away from a human pc.

I suppose there will always be the issues that good game design can easily be ruined by poor dm choices. I think the ease of 4E makes this less and more likely at the same time. It's easy to understand, so anyone can get a handle on it, but it also means anyone can pick it up and sometimes the wrong people, or the wrong intentions can turn it into something out of control.

I do appreciate how much stuff WoTC is trying to put out to help educate players and DMs to help them ellevate the quality of their game because in the long run, it raises the quality of the game for everyone.

I'm DM'ing my first serious campaign starting tonight, so I'm a mix of nerves and excitement and my answer about what I like in 4E maybe be very different twelve hours from now.
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2 years ago  ::  Sep 29, 2011 - 7:54AM #49
Einlanzer
Date Joined: Dec 17, 2008
Posts: 933
What is great, and a subtantial improvement over previous editions
- The tiered level system.  
- The abundance of classes covering a large variety of archetypes and concepts, including several that are entirely new and very awesome, like Warlords and Avengers.
- The relatively good inter-class and inter-level balance
- The abstraction and simplification of lots of mechanics
- The vast reduction in difficulty of encounter/adventure design
- The new cosmology
- Most of the fluff for races, classes, etc. is just plain better than previous editions.  Some examples: Clerics receive spells through ordination rather than "god plants it in their brains lol"; separation of eladrin and elf as two subspecies and the fantastic reinventions and increased distinction of halflings and gnomes.  Alignment, while it should probably just be done away with, is handled much better.
- Roles that are clearly defined but still allow for overlap
- The high starting HP and lowered range of HP between characters and levels.
- The abundance of race and class oriented feats that help improve flavor substantially
- Combat that favors synergy and tactics and feels very cinematic and viscerally satisfying.
- Healing surges/limited self healing >>> over-dependence on a dedicated healer
- The overall design of monsters, including roles, types (minions!), and origins, particularly with the new stat blocks.

What I think needs improving

- Classes would be better handled as a nested hierarchy
- The modular power system is a double edged sword.  I think that having modular vs. e-style classes is the best solution for this, but they need to be more clearly demarcated than they are currently.
- The math gap and the resulting usage of scaling bonus fixes for things that common sense tells you shouldn't scale (I just learned there's a new one for AC in the Emporium, wth!?)  
- Masterwork armor is asymmetrical and oddly implemented.  
- Ability scores are too significant with regard to class, too insignificant otherwise, and poorly balanced against one another. Dex shouldn't obsolete Int, etc.  
- The lack of "Unearthed Arcana", or optional, modular systems that the player based has wildly mixed opinions on, such as injuries for grit and non-adventuring skills/abilities/spells for world simulation.  These shouldn't be core, but they should exist as optional subsystem options for the many people who would really enjoy and appreciate them.  
- Certain game elements, feats in particular, have poor QA and are treated far too casually by developers, too many have been conceptually redundant, made obsolete, thrown in carelessly, overpowered, etc.
-The standard of quality and amount of content per price for published products seems lower than 3rd edition.  The best example of this is the 3e FR sourcebook vs. the 4e one, the former is sustantially and obviously a superior product with more effort put into it.
- While the skill system has grown on me a bit, I still think it could be better.
- There is still an overdependence on magic items.  I don't think they should go away, but the way 4e is designed they have to be excessively micromanaged which I see as problematic.
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2 years ago  ::  Sep 29, 2011 - 8:09AM #50
Ogiwan
Date Joined: Jun 16, 2004
Posts: 3,120

Sep 29, 2011 -- 7:42AM, JRedGiant1 wrote:

I love leaders.




A-freaking-men. In particular, I love the Warlord. They're just awesome.

Related to that is that in 4e, martial characters are as capeable as any other character.

Now, adressing Xun's "encourage or make" "argument," I would say quite definitly the answer is "encourage." After all, I don't recall any rules that stipulate, "the Leader/Defender/Controller/Striker must..." or otherwise force the classes to interact in specific ways.

Similarly, I can also say that in 4e, you are encouraged to use your brains and come up with synergistic tactics. This is a marked difference from 3e, where you were "encouraged" to use spellcasting to solve all the problems, with token non-casters to add party diversity.

Gold is for the mistress, silver for the maid
Copper for the craftsman, cunning at his trade."
"Good!" said the Baron, sitting in his hall,
"But Iron -- Cold Iron -- is master of them all."
-Kipling

Defenders: We ARE the wall!

I've replaced the previous Edition Warring line in my sig with this one, because honestly, everybody needs to work together to make the D&D they like without trampling on somebody else's D&D.

Miss d20 Modern? Take a look at Dias Ex Machina Game's UltraModern 4e!

Aug 16, 2012 -- 1:44AM, Undrhil wrote:

I am a hero, not a chump.

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