SilverStuddedSquirre said:
No, I played 4th edition for MANY games, ... Why is Every class equally good at everything?
It can get really diversified on the higher levels. I am currently running a group on level 9. Every single character has a completely different role in combat, a diverse set of skills. There is no overlap ALTHOUGH they are all technically characters with "Ranged Attack Powers". It is amazing, what you can do with the right mix of feats. In this regard the system is way more flexible and diversified than 3rd or 3.5, where you just get another ability every two levels.
I recently also ran several introductory plays of D&D4 with players who had mostly played older editions of the game. They loved the new edition, they liked the ease of play and they loved the roleplaying. Maybe it is because of my Dungeon Mastering style: I use the intuitive and easy rules of D&D4 to let the players make their own game and let them be able to concentrate on playing the game. In 3rd edtition it was often much mind numbing rule crunching and textbook search.
Ranorak said:
It's all just so arbitrary. In DnD 3,5 I could knock someone prone whenever the hell I wanted. I makes no sense that a fighter can only knock someone prone every 5 minutes, because that move as a Encounter.
In 4th edition you have quick rules for improvisation, and they are great. With these I even allow my players to trip monsters, if they come up with a good trick, like pushing it over a chair. And not just because they "used their trip feat". THAT would be arbitrary...
SilverStuddedSquirre said:
Same-y, feels like a board game port of Dragon Age. What the HELL happened to spell-casting?
You can play it that way, or you don't. Depends on the players and the game master. In the aforementioned introductory round, I had one group of instigators, who rushed through the dungeons and killed and defiled everything in their sight. Another group had a careful, social approach to problems, talked to everyone and avoided combat if they could. Both had the same amount of fun. I also encourage my players to make creative use of their powers to get the upper hand in combat (or noncombat) with a clever trick (you know: the "Try to say Yes"-Rule).
Once again regarding spell casting: You still have your spell book, it is now just called "Rituals". It is a clear division between combat abilities and non-combat abilities. I admit that it is somewhat thin and that it looks somewhat like a cashgrab, that they expanded it with extra books like the "Arcane Power". But everything is still in its place, it was just renamed or moved. And besides, the Mage has still his Cantrips, Ghostsound and Mage Hand, which my players use very creatively out of combat.
SilverStuddedSquirre said:
This does not change our enjoyment of teh game, as much of the feel of DnD was replaced with hack and slash + flashy attacks.
Now maybe that is WHY you and your friends enjoy it, and that's totally cool.
I am still trying to understand, what you mean with the "DnD feel". Our main enjoyment of the game was the easy rules which allowed more space for actual play as well as the much more diversified combat. For a direct comparison I ran a 3rd Edition one shot. It is... kind of dull, unless you play one of the magic classes. And for them it is a huge amount of rule grinding. Are you aware, that 1/3 of the rulesbook of 3rd Edition is "Magic" and "Grimoire" stuff? So... not meant for a huge amount of the classes? I know that this is kind of the appeal for some to play 3rd or 3.5, but I think it is not very good game design ;-)
SilverStuddedSquirre said:
I am very excited to see the new things they have in store for us, but if magic again receives no love we will do what we did to 4th edition: Take the 2 or 3 good ideas and apply them to 3.5
I think you could like it. They virtually started out with 3.5 Ed rules and then tried to add stuff, until it stopped sucking for the non-magic classes. They half-succeded. They then half-arsedly added some stuff from 4th edtition, added some new stuff which doesn't make any sense, or added stuff that makes sense, but overcomplicates things.
As I said, I don't like it, and it is a step back from 4th edition. But it is somewhat better-ish than 3.5. My recommendation for you: play Pathfinder.
SilverStuddedSquirre said:
On the subject of clerics, druids, wizards and Sorcerers. They all have very different roles and ability sets within the game. Similarities? Oh sure. But I can't help but feel their same-y-ness for your group ids from a tendency to stick to a small group of feats, and not try radically different builds for them. (( I could be wrong, of course you are all absolutely allowed to just not like 3.5 It's not without its' flaws.))
I don't get it, what are you trying to say?
scotth266 said:
Ray of Frost and Acid Splash. Much difference, such wow.
I like you
This is one of the things I don't get about the anti-4th-Ed rants, 3rd Edition can be really samey in the abilities of the characters although they have this huge spell book...