Y'know, I'm glad you said this. I knew that 4th edition had its detractors at launch, but I was surprised by the longevity of the hate, to the point where I'm not sure if the haters are really persistent, or if former fans turned against it.Souplex said:4E was good at what it was: Tactical and balanced.Basement Cat said:I especially love that its appearance delivered the deathblow to that abomination called 4th Ed. D&D.
4E was a huuuuuuuuuuuuuu(There aren't enough Us in the world, but assume I put a bunch more)ge improvement over 3X.
3X is MunchkinLand.
3X is soooo bad that it took 3 tries, and two companies to even make it come close to resembling a functional game.
Cantrips are just a re-visitation of one of the many great things about 4E: At Will abilities.
I like them, and I'm glad 4E added them.
I was fine with the Magic Initiate Feat until the Sword Coast Adventure Guide came around. Those cantrips are fine for a bladesinger wizard.
The problem is that asshole munchkin who doesn't want to stay in his 3X corner.
He'll come in with some weird combo of paladin (only 2 levels to get the power to smite, and better starting proficiencies, but before any of the teamwork boosting stuff or roleplay requirements) and cleric. (for the flat boost to attacks and the increased spell progression to smite harder and longer) Then he'll be stacking SCAG cantrips so his single hits are obscene, and I presume deliberately misreading some rules here and there about things like multiclass spellcasting.
Let's look at the rogue as another example: They get one attack per turn, so the SCAG cantrips are a straight damage boost, and stack with sneak-attack. (ignoring the silly flavor of it.) There is no reason for a rogue not to.
Here's the thing about Munchkins: They dominate everything they do to an obscene degree. This leaves everyone else feeling useless, and leaves the encounters as an insufficient challenge. At that point the GM...
A: Carries on. It continues to be a one man show and life is worse for everyone.
B: Scales things up so they're on par with the Munchkin. That can go one of two ways:
B1: Everyone else in the party becomes more useless than ever, and suffer for the munchkin's fun.
B2: Everyone has to become a Munchkin themselves to keep up. Everyone suffers for the Munchkin's fun.
Munchkins: Not even once. Send them back to 3X where they belong.
I for one remember the problems associated with 3rd and 3.5 eds and how 4th ed fixed them. The empty levels, the rolling a 1 for hp on second level, easily abused stat tricks, the fact that beyond level 6 fighter's attacks are so useless that the player might as well 'wank' as their standard action instead of fighting.
Haven't played 5th yet, though, so maybe it fixed this.