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D&D 4E fans: what do you like about 4E?
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<blockquote data-quote="Aldarc" data-source="post: 9086461" data-attributes="member: 5142"><p>Off the top of my head?</p><p></p><ul> <li data-xf-list-type="ul">Nentir Vale! PoLand! The World Axis! The Dawn War! 'nuff said.</li> <li data-xf-list-type="ul">Feywild and Shadowfell! Brilliant additions to the D&D cosmos.</li> <li data-xf-list-type="ul">Power Sources: I love that each class was tied to a power source that provided insight into the archetype's likely position in the cosmic struggle of the World Axis. My only complaint is that I felt that they didn't lean hard enough into tying power sources to the World Axis mythos, namely the Elemental Chaos, Feywild, and the Shadowfell. (For example, I would have made the Sorcerer a mage that drew from the powers of the Elemental Chaos or even flirted with the Abyss.)</li> <li data-xf-list-type="ul">Role: I liked roles. It gave new players clear expectations about the combat playstyle they can expect with the class. It also encouraged teamwork and provided clear design metrics for each new class. It's a great idea, but I do think that much like with MOBAs, WotC could have expanded them, divided them out, or named them better: e.g., Bruiser, Assassin, Mage, Marksman, Fighter, Guardian, etc.</li> <li data-xf-list-type="ul">The Warlord! 4e opened up a lot of new archetypes through how it designed around Power Source/Role.</li> <li data-xf-list-type="ul">Class powers and interesting tactical skirmish combat!</li> <li data-xf-list-type="ul">Attacker always rolls & Defenses: consistent and easy as heck to teach new players</li> <li data-xf-list-type="ul">Bloodied! How on earth did we lose this in the transition to 5e? </li> <li data-xf-list-type="ul">Monster Roles & monsters with interesting tactical, but lore-flavorful, mechanics</li> <li data-xf-list-type="ul">Rituals: Many utility spells were turned into out-of-combat Rituals! Rituals are an important part of fantasy tropes that I always felt kinda missing in D&D. I liked that some used healing surges or required multiple people or skill checks. Brilliant. Sad to see this go in 5e.</li> <li data-xf-list-type="ul">Tiers: I loved that there were clear expectations that levels 1-10 were oriented towards more heroic play, levels 11-20 were designed for more larger scale kingdom issues, and that 21+ were the epic levels that dealt with cosmic stuff. </li> </ul></blockquote><p></p>
[QUOTE="Aldarc, post: 9086461, member: 5142"] Off the top of my head? [LIST] [*]Nentir Vale! PoLand! The World Axis! The Dawn War! 'nuff said. [*]Feywild and Shadowfell! Brilliant additions to the D&D cosmos. [*]Power Sources: I love that each class was tied to a power source that provided insight into the archetype's likely position in the cosmic struggle of the World Axis. My only complaint is that I felt that they didn't lean hard enough into tying power sources to the World Axis mythos, namely the Elemental Chaos, Feywild, and the Shadowfell. (For example, I would have made the Sorcerer a mage that drew from the powers of the Elemental Chaos or even flirted with the Abyss.) [*]Role: I liked roles. It gave new players clear expectations about the combat playstyle they can expect with the class. It also encouraged teamwork and provided clear design metrics for each new class. It's a great idea, but I do think that much like with MOBAs, WotC could have expanded them, divided them out, or named them better: e.g., Bruiser, Assassin, Mage, Marksman, Fighter, Guardian, etc. [*]The Warlord! 4e opened up a lot of new archetypes through how it designed around Power Source/Role. [*]Class powers and interesting tactical skirmish combat! [*]Attacker always rolls & Defenses: consistent and easy as heck to teach new players [*]Bloodied! How on earth did we lose this in the transition to 5e? [*]Monster Roles & monsters with interesting tactical, but lore-flavorful, mechanics [*]Rituals: Many utility spells were turned into out-of-combat Rituals! Rituals are an important part of fantasy tropes that I always felt kinda missing in D&D. I liked that some used healing surges or required multiple people or skill checks. Brilliant. Sad to see this go in 5e. [*]Tiers: I loved that there were clear expectations that levels 1-10 were oriented towards more heroic play, levels 11-20 were designed for more larger scale kingdom issues, and that 21+ were the epic levels that dealt with cosmic stuff. [/LIST] [/QUOTE]
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