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D&D 4E fans: what do you like about 4E?
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<blockquote data-quote="Retreater" data-source="post: 9081632" data-attributes="member: 42040"><p>Just a few from the top of my head. (I'm sure there are more)...</p><ol> <li data-xf-list-type="ol">Straightforward encounter building.</li> <li data-xf-list-type="ol">Monster stat blocks were well organized, with all relevant information included.</li> <li data-xf-list-type="ol">Published adventures had well designed one-page spread encounter areas.</li> <li data-xf-list-type="ol">Everyone felt capable and heroic, even at 1st level.</li> <li data-xf-list-type="ol">Focus on teamwork.</li> <li data-xf-list-type="ol">Skill challenges improved throughout the publication history, but were the best framework we've had for non-combat encounters.</li> <li data-xf-list-type="ol">Encounter-based resource management made planning encounters easier.</li> <li data-xf-list-type="ol">Auras, recharge abilities, etc., made monsters feel unique. </li> <li data-xf-list-type="ol">Balance between spellcasters and martials.</li> <li data-xf-list-type="ol">Fewer "trap" options in character creation than in 3.x/PF1.</li> <li data-xf-list-type="ol">The online tools were pretty great - better than anything before or after.</li> <li data-xf-list-type="ol">Easily adjustable monsters, customizable through the online tools.</li> <li data-xf-list-type="ol">Liked the class roles (Striker, Defender, Leader, Controller) as well as the organization of monsters (Brute, Skirmisher, etc.) </li> <li data-xf-list-type="ol">Elite and Solo tags meant something.</li> <li data-xf-list-type="ol">No diagonal movement or measuring.</li> <li data-xf-list-type="ol">Fewer MAD classes.</li> <li data-xf-list-type="ol">Bloodied Condition was a great metric with game consequences.</li> <li data-xf-list-type="ol">Healing Surges meant Clerics and other leaders could do more than just heal.</li> <li data-xf-list-type="ol">Minions beefed up encounters and helped make fights more epic.</li> <li data-xf-list-type="ol">Bigger encounter areas encouraged dynamic battlefields. </li> <li data-xf-list-type="ol">D&D Encounters during 4E were (IMO) the best organized play option we've ever had.</li> <li data-xf-list-type="ol">Some excellent DM resources (better than anything we got in 3.x or 5e)</li> </ol></blockquote><p></p>
[QUOTE="Retreater, post: 9081632, member: 42040"] Just a few from the top of my head. (I'm sure there are more)... [LIST=1] [*]Straightforward encounter building. [*]Monster stat blocks were well organized, with all relevant information included. [*]Published adventures had well designed one-page spread encounter areas. [*]Everyone felt capable and heroic, even at 1st level. [*]Focus on teamwork. [*]Skill challenges improved throughout the publication history, but were the best framework we've had for non-combat encounters. [*]Encounter-based resource management made planning encounters easier. [*]Auras, recharge abilities, etc., made monsters feel unique. [*]Balance between spellcasters and martials. [*]Fewer "trap" options in character creation than in 3.x/PF1. [*]The online tools were pretty great - better than anything before or after. [*]Easily adjustable monsters, customizable through the online tools. [*]Liked the class roles (Striker, Defender, Leader, Controller) as well as the organization of monsters (Brute, Skirmisher, etc.) [*]Elite and Solo tags meant something. [*]No diagonal movement or measuring. [*]Fewer MAD classes. [*]Bloodied Condition was a great metric with game consequences. [*]Healing Surges meant Clerics and other leaders could do more than just heal. [*]Minions beefed up encounters and helped make fights more epic. [*]Bigger encounter areas encouraged dynamic battlefields. [*]D&D Encounters during 4E were (IMO) the best organized play option we've ever had. [*]Some excellent DM resources (better than anything we got in 3.x or 5e) [/LIST] [/QUOTE]
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D&D 4E fans: what do you like about 4E?
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