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1 year ago ::
Apr 20, 2012 - 11:17AM
#31
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favorite: Balance. I love the fact that everyone has something to do, there's none of the old "the fighters are here to carry the wizard's loot at high levels"
least favorite: conditionals. It seems like most things you can get are conditional. Something has to be bloodied, or hit with an at will previous round, etc etc. I don't want to have to remember to track all that crap. I don't want items that do something neat once per day. I want my bonuses to be /always on/ so I don't have to add up and keep track of different things every round.
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1 year ago ::
Apr 24, 2012 - 11:29AM
#32
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Date Joined:
Oct 12, 2005
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Favorite: Extended adventure day - I like that the players have larger HP pools, healing surges, and encounter/at-will powers that allow them to fight a few battles in a day without feeling the need to rest for extended times (at lower level).
Hated: Skill challenges as presented - I love the concept, they were presented very poorly at first. At this point I have completely redone how they work. I actually hope they take the concept, tinker it and make it workable for DDN
Welcome to ZomboniLand - My D&D Blog http://zomboniland.blogspot.com/
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1 year ago ::
Apr 24, 2012 - 5:33PM
#33
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Favorite: Ease of use on ALL levels. 4e is really a great edition to teach. My group and I play on our University Campus and we have people jump into play all the time. 4e(not essentials mind) is quick and simple to learn and makes play fun. I love the ease of DM set up. Whoops forgot to set the adventure up, hey look five minutes and I have an adventure ready to go.
Hated: Classes being to "restricted". I love the balance in 4e's classes, but I hate how straight jacketed they are! I want to play a striker Artificer darn it! Or a melee dex based ranger! Homebrew helps with this, but it doesn't settle my nagging need to make classes more "free".
Also Salla, good to see you back with the Slapp Squirrel avatar, though the pony was great as well.
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1 year ago ::
Apr 25, 2012 - 12:24PM
#34
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Favorite: Balance and power structure. All characters can be fun all the time.
Least Favorite: With feats and prerequisites it's harded to grow a good character organically instead of pre-planning the whole damned thing. That's a crappy practice that started in 3E and I wish would have died a horrible death of pain and turture.
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1 year ago ::
Apr 26, 2012 - 3:35PM
#35
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Favorite: Characters are FUN to play at first level and feel powerful. I don't get to play much so I want a character that is fun to play on day one. (And fun to play in organized play events that are low level.)
Least favorite: In a quest for balance, all the classes feel too similar.
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1 year ago ::
Apr 26, 2012 - 5:38PM
#36
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Date Joined:
Jan 27, 2009
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Favourites:
- Balance - Each class has a role and does it reasonably well and as well as any other in their role.
- Power system - I love AEDU!
- Healing Surges- It's awesome that ultimately PCs are responsible for their own healing and that leaders only aid in the healing but can do a multitude of other things.
- 1/2 level maths - I like the way that as my character grows it on paper looks stronger. I know there's good reasons for others disliking this but I like it.
- Item levels - I like that you know how much an item will be based on it's level. I'd like to see a mechanic to be able to craft an item by adding things to it to give it levels (eg flaming might be worth 1 level but regain a spent encounter power might be worth 5 or 7 levels at paragon or something)
Dislikes:
- Essentials classes - They dumbed down the AEDU to a point of boredom for me
- Essential feats - While most of my characters use them they did overpower PCs
- Item rarity - It was a nice idea but implemented too late. Much like Essentials IMO
- Too many strikers - There are 2:1 striker classes to controller classes.
- Too many classes - The subclass system could have worked but again was implemented too late
- Hearing that D&D Next is coming - Really? 4th ed is great!
- The Cancelling of products to accomodate Essentials - Why did we only make it to Martial Power 2?
while my number of likes are fewer than dislikes, I can't think of a thing in older editions that I preferr over 4th making 4th the best edition thus far IMO.
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1 year ago ::
Apr 26, 2012 - 11:19PM
#37
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Date Joined:
Apr 16, 2011
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Favorite? Game balance.
Least favorite? How 4e blatently feels like you are "puhing buttons" and how often it reminds you that you are playing a game.
I also dislike how 4e is set up to be high fantasy and when people talk about, write about ,adn try to make it low or mid-range fantasy [no magic items, or at least no +1 magic sword kindof magic items] it really breaks the game, and you need to heavily modify the rules to make that work.
I prefer the low-to-mid level fantsy like Dragon Age: Origins, or how many D&D campaigns start before you advance too far.
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1 year ago ::
Apr 27, 2012 - 7:44AM
#38
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Date Joined:
Feb 11, 2005
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Favourite? The action economy. While it isn't new, the implementation worked well and is easier to track than for example percentage-based systems.
Least favourite? Broken rulebooks which required 135 pages of errata, forcing us to pay to access the Compendium. If you can't ship a quality printed product, you must offer updated PDF versions or free Compendium access. I will never buy a WotC product again until this is addressed.
Other drawbacks that come to mind are: - the plethora of different durations and small modifiers that are hopeless to track; if it isn't BIG, then it shouldn't be conditional, - stupid implementation of magical ammunition, - making magic items a requirement (leading players to expect/demand them) instead of wondrous items or story-linked items, - tedious book-keeping of magic item uses, - the way player damage becomes increasingly average as they level up; 1D12 is flat distribution, 1/12 to max damage; 3D12 is bell curve, 1/1728 to max damage; 10D12 is a ridiculously steep bell curve that just makes us count to 65 over and over and makes max damage achievable only with a critical hit - too many feats and no way to mark them as useless rubbish that I never want to see again in the Character Builder. - online Character Builder; the offline version was ok, the online version is incredibly unreliable (blank screen on start, crashes, etc) and charging for access to it is ridiculous,
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1 year ago ::
Apr 27, 2012 - 11:31AM
#39
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I also dislike how 4e is set up to be high fantasy and when people talk about, write about ,adn try to make it low or mid-range fantasy [no magic items, or at least no +1 magic sword kindof magic items] it really breaks the game, and you need to heavily modify the rules to make that work.
Inherent Bonuses aren't a particularly heavy houserule (and they aren't even a houserule anymore, since they have official support).
Another day, another three or four entries to my Ignore List.
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1 year ago ::
Apr 27, 2012 - 8:14PM
#40
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Date Joined:
Sep 21, 2006
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- the way player damage becomes increasingly average as they level up; 1D12 is flat distribution, 1/12 to max damage; 3D12 is bell curve, 1/1728 to max damage; 10D12 is a ridiculously steep bell curve that just makes us count to 65 over and over and makes max damage achievable only with a critical hit
Curious: have you tried (or would your group be interested in trying) multiplying up the x[W] instead of rolling a fistful of dice? For example, rolling a 7[W] power means rolling your [W] die (still using two six siders for a 2d6 weapon) and multiplying by 7 before adding the static mods. This would keep hits wildly swinging at the later levels, though not totally (as the statics grow significantly). Crits still have their bonus dice to keep them above a max roll. I dunno if you really want a 10d12 attack to swing 100 pts in damage in practice at the table, but it kinda sounds like you do. (And really is it that much different than a level 1 at-will swinging 10 points against a level 1 monster?)
Seems like a perfectly reasonable house rule for a group that prefers the swinginess.
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