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Why I DO like this edition
Posted: 20 July 2008 01:59 PM   [ Ignore ]   [ # 16 ]  
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I think they should probably not do fixed damage in order to keep the players guessing for a little longer.

The players, technically, are not supposed to guess at who is a minion.  According to Mike Mearls they should be described by the dm in a way that the players know they are minions (ragged leather armor, rusted weapons, etc.) personally i would cringe if the PCs used a daily power to take out a minion smile

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Posted: 20 July 2008 02:30 PM   [ Ignore ]   [ # 17 ]  
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Great thread!

I love Shadow Walk as a Class feature and Fey Step as a Race feature.

I love Push, Pull, Slide, and Shift and the way they’ve transformed combat from stiff “set ‘em up and knock ‘em down affairs” and into an uncoreographed, and yet strangely graceful, battlefield ballet.

I love Roles- both for the Characters and the Monsters.

I miss Familiars and Animal Companions.

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Posted: 20 July 2008 03:10 PM   [ Ignore ]   [ # 18 ]  
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sirtayls - 20 July 2008 01:59 PM

personally i would cringe if the PCs used a daily power to take out a minion smile

I think they are trying to get players to use their daily powers when they are pushed not as an instant fixall

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Posted: 21 July 2008 03:32 AM   [ Ignore ]   [ # 19 ]  
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sirtayls - 20 July 2008 01:59 PM

I think they should probably not do fixed damage in order to keep the players guessing for a little longer.

The players, technically, are not supposed to guess at who is a minion. According to Mike Mearls they should be described by the dm in a way that the players know they are minions (ragged leather armor, rusted weapons, etc.) personally i would cringe if the PCs used a daily power to take out a minion smile

On the flip side of this topic, one of the things I hate most about this edition is the spoon feeding of players that is inherent to the game. The scales have been severely over adjusted to tip heavily in favor of the PCs. While I am all for a game where the heroes almost always win, if you remove the element of chance it really ceases to be a game.

I too would inwardly cringe if a daily power was wasted on a minion, but there are enough other tells that players can look for to keep them from making that kind of tactical mistake without me spelling it out for them. And if they do, after all the other clues, still make that mistake they have no one to blame but themselves.

Regards,

Kalex the Omen

[ Edited: 21 July 2008 03:34 AM by Kalex the Omen]
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Posted: 23 July 2008 04:56 PM   [ Ignore ]   [ # 20 ]  
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totally forgot:

no more xp as currency.  you don’t lose xp, you don’t spend xp.  you can’t trade xp in for a cool new bike.  xp is yours to keep.

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Posted: 23 July 2008 06:04 PM   [ Ignore ]   [ # 21 ]  
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I think a compiled list, edited for public consumption, would be a great article for the front page SirTayls.  Hint Hint.

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Posted: 23 July 2008 07:01 PM   [ Ignore ]   [ # 22 ]  
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Although, as with most of us, there are some things about 4e that drive me crazy, I truly enjoy the way that my party functions within the context of more clearly defined roles.  Although multi-classing has always had some cool benefits, it takes away from clearly defined party roles, and I feel like 4e has solidified that aspect of the game.

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Posted: 23 July 2008 07:26 PM   [ Ignore ]   [ # 23 ]  
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Retooling of mechanics to accomplish the same result with less trouble.  Specifically: avoiding durations that force you to count down over multiple rounds.  Saving throws and recharge throws make things easier on the DM, while adding more excitement to the game (will the dragon get to breath this round?).

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Posted: 23 July 2008 07:53 PM   [ Ignore ]   [ # 24 ]  
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that was another thing I loved - along with the fact that you never know when a party member will die (will he make his save? will he improve? as opposed to “he has at least five rounds before -10), you have the “will the dragon get his breath recharged, will this or that effect wear off.

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