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1 year ago ::
Jan 26, 2012 - 1:02PM
#31
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Classes: Good- Allowed for thematic advancement good: allowed a decent enough feel of viability
bad- Forced players to go a certain way, players often feel compelled to hybrid for originality in feel which is generally severely limited and makes them subpar Bad- Each class is designated as "Striker, defender, leader or controller" making for redundant classes and sometimes a lack of choice for how you want to play (Recommended change is simply to allow a secondary effect to each power for the role a player picks on his class) Bad- The incompatability of many classes with their own different paths, A beast master ranger was unable to use ranged attacks, it would be better to simply allow the player to pick from a list of class benefits upon creation.
Races: Good-Wide variety, most of which are extremely viable
bad- Favoritism, as a player who likes monster races, I felt saddened by the fact that wizards was trying to compell me to be an elf, or one of the hamanish races all the time.
General: Good- I liked themes, They allowed for more versatility later in the edition Good- simplified skill check system allowing for characters to not has as many ridiculous rolls (Improvement suggestion would be to allow the characters to pick 2 skills that stack based on their primary and be treated as trained for these skills upon creation)
Bad- The feats were usually redundant and typically became outdated. rather than adding new feats that destroyed old ones it should be noted that Bad: Unfair reactions/opportunity attacks for many ranged classes, OA's should simply allow a player to make an attack, within reason, if it is triggered the idea of "Melee basic/ranged basic for any class seems redundant for any class that has a melee attack at all or a ranged attack at all in their at-wills, Bad- Prof and damage bonuses on weapons based on type should be swapped out, a one-handed sword should not do that much more damage than another one-handed sword, because that takes from roleplay, it is suggested to have a "grey-gold" standard on weapons and only separate them by their effects and groups.
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1 year ago ::
Jan 26, 2012 - 1:29PM
#32
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I remember when I was first reading about 4e, and my only complaint was that there wasn't enough material out yet.
The problem I had when I first read the 4e PHB, was that they set the power level far too low. I remember being surprised that Frostcheese was really the only feat combo that existed in the entire system, and that most feats were just appallingly bad.
I thought they'd done this so that they could power creep up over time, but they've, for better or worse, released most feats along the power curve of the PHB, with the notable exception of the feat taxes.
This made the ecosystem boring.
Similar complains can be made about the at-wills in the game. When people imagined Vancian spellcasting going away, they imagined being able to toss out a fireball every round. They didn't imagine cloud of daggers.
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1 year ago ::
Jan 26, 2012 - 7:39PM
#33
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Date Joined:
Mar 19, 2007
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I absolutely adore the simplified geometry used in 4e. Square fireballs? No extra movement for diagonals. Bursts and blasts rather than cones and radius...es? Radii? Whatever. I love it. It's such a simple thing and I am happy that it will almost certainly be in the next iteration of D&D.
I like aspects of the Essentials design philosophy. Like most of you, I want to see classes balanced but of variable complexity. A player in my group really likes his Slayer because it's simple. Simple isn't wrong, and there's definitely a place for both simple and complicated in the game as a whole. The technical-minded player with the Weaponmaster is playing a different game than the smashy type with the Slayer but both can have fun and enjoy themselves and be optimized. I'd love to see more of that carried over into the next game.
I want treasure divorced from the system math.
I want the system math checked over and over and patched if it turns out wrong. Feat taxes are wrong and unconstitutional.
If they build a game where each ability score is used for attacks and damage then they should include basic attacks for those ability scores. A battlemind not having a melee basic attack is not acceptable, just because he happens to attack with Constitution instead of Strength.
I want to see them be more mindful of how a class is actually played when they are designing content for those classes. The monk's unarmed strike is a particularly frustrating example. Even if you're a stonefist monk with a respectable Strength score, you are still using a weapon attack with an implement-based class. There's no reason for that. They missed it when they designed the class but they just didn't fix it. And when they did eventually produce content for the monk, they missed the mark there, too. Letting you use Dexterity in place of Strength for the attack you weren't going to make anyways? For the price of a feat? Come on. When they design classes for 5e, I'd like to see them be patched if they need to be. You're not going to catch every mistake during playtesting but you can sure as hell fix them afterwards.
Do away with printed books; I'll buy e-books just as easily. Also, if you're going to keep providing us with DDI, please give us some actual content. This ridiculous Cormyr fluff and preview crap that we get week after week is nonsense. Stop hoarding the three bits of crunch until the last week of the month. It's annoying and insulting.
I agree with pretty much everything you said, but I'll give my particular clarifications:
1) I loved the race, class, skill, and power systems. It could use some tweaking, but 4E hit all the right buttons for me because of this.
2) Feats are great, but they needed to be more organized. They were literally all over the place in terms of power and usefullness, and attempts to search for particular feats and abilities were aweful.
3) Math fix. The math fix feats were aweful. I'm not sure how nobody noticed those number issues before 4E's release.
4) Complexity. I loathe Essentials classes because they have so little room for character design. I'm not saying they are bad I'm just saying I found them uninteresting. So uninteresting that I basically took a break from DnD for a whole year while all the content they released was Essentials material. If you are going to release content like Essentials, release content with a different focus as well, so all audiences can keep their interest up.
5) Fluff vs Crunch. For me, 4E really started to get the right balance with Primal Power, and the addition of Theames. Unfortunatley, it can be really hard to make choices based on fluff, when you need to make a workable character. I feel like there should be "build slots" for fluff, with minimal crunch, and "build slots" for crunch and less fluff.
For example, there are a number of feats that are just useless because they are mechanically very useless. But I really liked some of them! When I was a DM, I let my players pick a few extra feats as they went, with the restriction "it can't impact your combat skills, or apply a static bonus to a skill check you are trained in"
Know what happened? People picked up Mounted Combat, Ritual Caster, dabbled in a new skill. Someone took Nature training so he'd be better at training his pet wolf, and I worked with another to handwave some custom RP bonuses.
It gave the players some freedom to take the feats they wanted to take, but were unwilling to give up those attack/damage bonuses for.
I realize the DM is free to do this already, but by building it into the framework of the game you help remind people what the game is for, and help provide a more consistent delivery system.
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1 year ago ::
Jan 27, 2012 - 10:52AM
#34
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Date Joined:
Mar 12, 2010
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There are a lot of great observations listed on this thread. I agree with most of them and won't waste our time by rewording my favorites, but I'd like to add a new observation:
One thing I just love about 4E that hasn't come up yet is retraining. Was that feat or power situational, currently irrelevant or a poor choice? Presto, change it up when you level. One ability that both enables your character to evolve and fixes bad choices is a keeper; it also allows an existing campaign to incorporate new material as it comes out.
On the other hand, I always get stressed out by the things I couldn't retrain later; I always put a ton of time into choosing my stats (crap, I can't get that epic tier feat) and paragon paths (I'm stuck with this encounter power for 20 levels; I better always want to do this).
Misha
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1 year ago ::
Jan 27, 2012 - 11:31PM
#35
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Date Joined:
Apr 16, 2009
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Classes: Bad- The incompatability of many classes with their own different paths, A beast master ranger was unable to use ranged attacks,
Incorrect or misstated. Of the two best uses of a beastmaster's beast, one is almost exclusively to the benefit of ranged attacks and the other is more useful for the bow-ranger than for the melee-ranger.
Neither of those best uses involve taking powers with the Beast keyword though. And very little stuff with that keyword was ranged. Frankly, Beastmaster is a mediocre-at-best striker in a class that otherwise leads in the role; many of us think that conceptually it might make a better controller.
Bad- The feats were usually redundant and typically became outdated. rather than adding new feats that destroyed old ones it should be noted that There's something lacking in that sen
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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1 year ago ::
Jan 29, 2012 - 11:55AM
#36
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Date Joined:
Dec 22, 2006
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I wanna see my $1000 investment (cough) in 4e , not go to waste with 5e. I wanna see my $2000 investment and time in 3e , not go to waste with 5e too.
This may be way waayyy too much to ask.
sad
my kitty avatar's Royale Lineage ---> http://static.neatorama.com/images/2009-09/original-keyboard-cats.jpg
new helpful bg/mmx refugee locale ---> http://www.ruleofcool.com/smf/index.php/topic,632.0.html
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1 year ago ::
Jan 29, 2012 - 5:18PM
#37
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Date Joined:
Jun 17, 2010
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Isn't it pretty much the definition of an edition change that the new mechanics are incompatible with the previous mechanics?
D&D Next = D&D: Quantum Edition
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1 year ago ::
Jan 30, 2012 - 12:57PM
#38
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Isn't it pretty much the definition of an edition change that the new mechanics are incompatible with the previous mechanics?
well, not this time
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1 year ago ::
Jan 31, 2012 - 8:17AM
#39
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A few opinions of mine:
Streamlined: the new streamlined feel of 4E was great. I loved it. But a lot of times (especially in video games *cough* Dragon Age II *cough*) simplifying the system omits some of the 'fluff' that I partcularly love. I cant even remember all the times I was reading through one of my 4E supplement books and thought about how little flavor it had. The art is there, the organization is there, but the content wasnt. Most of the content was for combat, which was no doubt 4E's best quality. But, hey, its nothing they screwed up, they just left some stuff out.
Class Distinction: I like for my character to feel unique and have a specific and integral part on the battlefield (and off). Some of the classes they released, especially in later supplements like PHB2 and PHB3 seemed like only slight variations to the core classes. This was probably great for some people who didnt quite like the core class and instead preferred the variation of it, but it felt like WotC was simply reusing content.
Lack of Content for Epic Tier: I realize that 4E has much more content for higher levels of play than 3.5, but it felt like all the content was for your character. It was hard for me as a DM to find a variety of monsters to throw at my party sometimes. One thing I PARTICULARLY want is information about the gods and how to kill them. Almost everyone in my group wanted to kill the gods and I scoured the internet and bookstores and found only a few resources that had actual stats for the deities. It was a very incomplete list at best, and I kept wondering why WotC hadnt released a book dedicated to information and actual data of the deities.
"What do we say to the God of Death?" "Not Today."
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1 year ago ::
Jan 31, 2012 - 9:39AM
#40
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Date Joined:
Apr 16, 2009
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Here's something I like about 4E that, from what I'm reading on the 5E threads, may be lacking in the initial release:
Precalculation.
Most of the time, I can look on my character sheet, find the number I want, and I'm done. No situational modifiers. Combat or non-combat. All the calculation was done while preparing the spreadsheet, NOT during the encounter.
I was once in a situation where there were four situational modifiers - but only once, and each of them was pretty clear. Plus it took a terrain feature and cooperation between two players to create that situation. And each modifier was two points, nice and consistent. And then one of the modifiers didn't matter because it was only for attacks on my character, and my character wasn't attacked.
I remember in 3.5E having four or five situational modifiers routinely.
Now they are talking about, when you want to be sneaky, starting - in encounter - with your Dex stat. (Or modifier. Not entirely clear, it's early days.) Then looking the situation over and deciding if your Stealth skill bonus applies. Then looking for what other bonuses apply.
This is being done to make the game simpler and faster.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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