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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Tue Jul 01, 2008 4:30 pm 
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Joined: Sat Jun 14, 2008 9:22 pm
Posts: 20
1. User Interface: 4e is much more clear cut than previous editions across the board. From book layout to combat mechanics, everything has been made much less cluttered.

2. Warlords and Warlocks: The Warlord is very exciting and new, as well as highly useful in-game. Much as the exclusion of bards from the core classes hurts, the Warlord is a superior alternative for the partially failed roll of the 3.0 bard. Warlocks have become more versatile and less cheap than their 3.5 selves, which is a VERY nice change for those of us (me) who love the class. Although I will miss Baleful Polymorph at-will...

3. Rituals: Rituals supply a non-combat vessel for some of the old essential utility spells to stick around in the absence of the old Vancian system of spells. But even more awesome is the almost limitless potential for DM creation supplied by their existance; any 3.0 spell my players or I really loved can live on in 4.0 as a ritual. Sweetness.

4. Skill Tweaks: The narrowing of the various redundant skills from 3.0 into the streamlined Perception, Theivery, and other new skills is very welcome, for many reasons. Too often, 3.5 rogues were screwed as the Dragon they are attempting to sneak by rolls a 2 in its attempt to spot the PC, only to get another shot at listening for him. The extra rolls did nothing but increase the likelyhood of getting pwned in that case, and other problems can be listed concerning the other skills. Better that they simply go away.

5. D-Nerfing of Classes: Or simply, balancing. In 3.5, it was a lot of fun being a rogue...until you found yourself in melee combat with a Half-Orc Barbarian wielding two scimitars. 4.0 has made it possible for virtually any class to function in combat, and so far I haven't seen a roll which can't be well filled by a particular class (and by roll, I mean combat vs. skill challenge, not controller vs. defender).


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Tue Jul 01, 2008 5:01 pm 
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Joined: Sat Jun 07, 2008 9:29 pm
Posts: 218
DevCar's Top 5 "Abilities" for 4th Edition

Number 5
Playability -- You can play a PC as before, but newbies have some guides and thought process built into the Classes from the creation process. You are "helped along" with the development of your character by the choices you make at creation.

Number 4
Adaptability -- from the "Power Swap" abilities to the templates for changing a monster from minion to solo, 4e has to be one of the most adaptable versions ever.

Number 3
Crossability -- The multiclass feats are more about having a little side knowledge than it is MinMaxing a PC to power-up. A player can make his PC unique without loosing focus of his role in the campaign.

Number 2
Durability -- A level one PC (as well as a level 1 monster) are no longer one hit kills. Their ability to survive an encounter more than one round makes for a more realistic (wow...did I use the word realistic to describe a fantasy game...shame on me) and enjoyable play session.

Number 1
"Player"ability -- Players of each class and role have more to do than just cast "Magic Missle" or "...I hit it again with my sword..." The players all have things to do in a round, with a combat system that dosen't bog down under its own weight. Add in the quest and encounter system that has more than fighting involved and you get a robust adventure with a wider appeal.

_________________
"Jesus Saves --- Everyone else take 3d6 fire damage and 10 ongoing!"


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Tue Jul 01, 2008 6:46 pm 
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Joined: Tue Jul 01, 2008 6:36 pm
Posts: 36
1.Marks, thats right I'm talking to you.
2.Monsters fear the Range in Ranger.
3.Warlords, I like swords and talking too much, now it comes with glory.
4.Forget Obama, vote Rogue: Shur-i-ken!
5.The trees, text efficiency in rulebooks has led to steady increases in the North American tree population!


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Wed Jul 02, 2008 10:15 am 
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Joined: Wed Jul 02, 2008 9:51 am
Posts: 1
:ugeek: Lets See:
1st The monsters are better
2nd Hit points are too.
3rd The Treasures go up in level
4th At First level you can do more, with your character
5th Finally, This is NOT D&D when it started out. It is better
Timothy


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Wed Jul 02, 2008 5:10 pm 
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Joined: Fri Jun 27, 2008 3:12 pm
Posts: 15
Code:
"4th Edition needs more power! Hit the switch Egor!!!"

                                       ___________
                                    -               -
                                -                       -
                             -                             -
                          -                                   -
                        -                                       -
     Rules-centric     (                      O-------------->   )  Player-centric

The rules are a LOT more open to manipulation (especially skills). No more
game stifling rules! Next is...

                                       ___________
                                    -               -
                                -                       -
                             -                             -
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                        -                                       -
         N00b-scary    (                      O-------------->   )  N00b-friendly

SOOOOO much easier to teach this rule set to n00bs than 3.5. "nonono,
first you they get an attack of opportunity. Yes I know you're grappling,
thats just how it's done..."

                                       ___________
                                    -               -
                                -                       -
                             -                             -
                          -                                   -
                        -                                       -
     Windows Vista     (                      O-------------->   )  Scalable

You can add so much homebrew to your game without too much fear of
overpowering everything else (except maybe my Clerics
new "planet 'splodes' at-will power......) which brings me too...

                                       ___________
                                    -               -
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                        -                                       -
  Less Cleric Beats     (                     O-------------->   )  More Cleric Beats!

No longer is the cleric a turtle on the back line healing as needed. No! He
is a turtle on the FRONT LINES healing as needed!!! Take that barbarian!!!
And finally...

                                       ___________
                                    -        ^      -
                                -            |          -
                             -               |             -
                          -                  |                -
                        -                    |                  -
             Chaos     (                     O                   )  Stagnant

Um.. Egor I think the needle broke... OH WAIT!! No. DND4th is the perfect
balance of freedom for my PCs and control for the DM! No, Egor, we dont
need any replacement parts. No, Egor, I dont need you to dig up your
mom. Egor? Where are you going?? Egor?!?

Live in fear of my Vorpal 1d1 Butterknife 'o Death!!!!!!!!! Bam!


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Thu Jul 03, 2008 9:28 am 
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Joined: Wed Jul 02, 2008 3:24 pm
Posts: 2
1) And this one is a big one for me. A Wizard or Cleric doesn't have to agonize over what spells to memorize/pray for. We just play!

2) Rituals. Having more special "spells" that help out, but really aren't meant to be cast during combat, and can be interupted is a good change.

3) Balance: I think from a DM side the balance of the game is much better and it is harder to game the game and make super characters that blow everything else away. My fear on this is that future books will undo this plus, like happened with 3.0 and 3.5.

4) Condensed Rules: It seams to me that you just print the pages with your abilities on them. Cut them out and have your powers as "cards" in front of you. 90% of what you need is one these cards. Makes for faster battles and less rule lookup/debating.

5) Cool skills everywhere for both characters and monsters.

5+) I like the artwork in the books.

Personal note: I was disappointed with the succubus. I mean "ok", but you know we all have high expectations for that one. :lol:


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Fri Jul 04, 2008 7:38 am 
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Joined: Mon Jun 02, 2008 4:21 pm
Posts: 16
1. Point buy is prominent

2. The pushing mechanic

3. Dwarves!

4. The at-will: righteous brand

5. The at-will: Thander wave


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Sat Jul 05, 2008 8:55 pm 
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Joined: Sat Jul 05, 2008 8:21 pm
Posts: 5
1) No PC Gnomes! Whoo Hooo.... :D
2) Dragon Born- Which means no more Dragon Disciples! Whoo Hoo... :D
3) Less Game Mechanics = More Role Playing
4) Logical Level Tiers- Paragon looks to be the sweet spot for role playing!
5) Powers- I like the thought of per encounter powers...


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Sun Jul 06, 2008 8:56 pm 
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Joined: Sun Jul 06, 2008 8:51 pm
Posts: 1
1. Everything is much clearer and easier to use
2. Ever class has its own unique and interesting skills as they build rather than just the magic users having all the fun.
3. The layout and format make it easier for new players to get a grip of what they need to do.
4. I'm excited to start playing rather than having the 'job' of reading the rules.
5. I'm also a wargamer so I love the combat system.


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 Post subject: Re: Your top 5 favorite things about 4th edition.
PostPosted: Mon Jul 07, 2008 9:00 am 
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Joined: Mon Jul 07, 2008 7:50 am
Posts: 10
1. Clear presentation of the rules: The best rulebooks ever in D&D history. The rules are neatly classified and clarified. You can read the books with great ease and speed, understanding the rules way better than the older versions.

2. Powers: All the classes having powers and their frequency of usage during adventures are really nice. Now every character is capable is doing something and never exhausting themselves completely, thanks to the at-will and encounter powers.

3. Character creation and progress: Simple and fast. You want an eladrin paladin? Go roll your ability scores, check your race properties, check your class properties, get your powers, get equipment. You're done! Did you just level up? Oh, you just received X hp, got a feat and a utility power, go get them. Is your new level an even number? Add +1 to your defences and skills and attack rolls.

4. Scaling: Characters, monsters, npcs, powers, magic items, rituals, even traps and puzzles, everything have levels from 1 to 30. Helps the DMs in more than a million ways to build challenging and balanced adventures in no time. And of course that famous table in DMG p.42 is a lifesaver.

5. Fluent combat system: Actions you have in a round and clear definition what you can do with which power and action makes the battles more exciting and never lose the thrill. You start your turn, make your actions, roll saves if any and you end your turn. Simple.


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