A while back my "weekly" D&D game finished its previous campaign, and I resumed the helm to run "Rise of the Runelords", the first Pathfinder adventure path. I decided to use a few special rules out of Unearthed Arcana: Weapon Group Feats, Craft Points, Themed Summon Monster Lists for clerics, and Individualized Summon Monster Lists for sorcerers/
(
Read more... )
Reply
Reply
I will be taking some of the finer points from 4E (static defenses, attack rolls on spells, probably take a cue from their scaling to keep things from getting out of whack by level 20).
Reply
One interesting thing I like about 4E is that when creating or leveling a character, it's not such a slam-dunk what powers and feats to take. That's another sign that the game designers did their job well: no two players will decide they need identical characters to "max out" their combat potential. And no characters who are defined by their magic items, either. In the end we realized that though the new game didn't "feel" like what we all knew, it was a far easier game to fall in love with.
Reply
Reply
Reply
I disagree. A level 10 character who has never seen a horse can passably ride. That same character who spent his entire life in an urban wasteland still knows enough about the wilderness to get around. I liked the 3E system, where you were truly ignorant unless you made the specific decision not to be, and if you wanted to be a dabbler, you had to make that decision. In 4E everyone's a dilettante.
I should have been more clear about differing classes. Obviously, they do different things in combat, and have different roles, and their powers different effects, but the way they do them feels the same, and loses some individuality. You could say, with some accuracy, that it's a failure of imagination on my part to need different systems for different classes, but there it is ( ... )
Reply
I'll agree that there's a similarity in form amongst the classes. The designers went the route of formalizing things a lot more than in previous editions, and I do think it takes a little "flavor" away. They put some of that "flavor" back in other ways (removing obvious archetypical choices especially). But yes, something was lost--I consider this a necessary evil to achieve balance.
BTW, in the Arcane Power supplement, they're adding a summoner build of wizard. There's a sneak preview in a Dragon magazine. As for charms, I think they put that more into the Warlock's domain, though I would like to see more charms and illusions as well, and hope they add these in.
Reply
I run a game in 3.5 (as referenced in this journal entry), I play in a game using 3.0, and I play and run LFR (Living Forgotten Realms) games in 4e. I like how playable 4e feels from first level, no period of too few hit points and the wizard conserving his magic missile and sleep spells. On the other hand some things just don't feel the same about running spellcasters.
Overall, I think 4e is a good system, but they missed the mark a little on the flavor.
Reply
Reply
Reply
Leave a comment