FormCritic wrote:I am most interested in the idea that 4th edition will "scale" so that the "sweet spot" will go all the way to high level. How can this be?
Deadlord39 wrote:I am so looking forward to planning and setting up power chains and skill stacks in my roleplaying game! WOOHOO!!
deimos3428 wrote:there are few if any half-baked ideas that made it to print.
deimos3428 wrote:Regarding "converting" old-school players, that's simply not going to happen.
deimos3428 wrote:There might be some initial interest in 4E, but that will subside rather quickly when the product is released. Feel free to prove me wrong, WotC.
deimos3428 wrote:If you want a preview for how badly this game will suck, see for yourself. Here apparently is a "kobold skirmisher".http://ariel.minilab.bdeb.qc.ca/~mguralni/Noname.jpg
deimos3428 wrote:You forgot character trees. And kits. And a ton of other brain-dead concepts that just didn't work out.
sauromatian wrote:I can think of a couple or three: D6 damage for all weapons [OCE 1974 & Holmes 1977]...
FormCritic wrote:Kits did not work for the very good reason that they...did not work.Kits can work...if you work the kits. I use kits, and they balance out well enough that min/maxers can't decide which class is the "best" to play. Each character class has between 2-3 kits (besides standard fighter, mage, etc) to choose from should they want to. None of the kits give combat bonuses. But I had to write my own kits from the ground up. Kits as written are silly constructs meant to stimulate roleplaying. Like you said, roleplay whatever type of character you want; the kits are just a bonus to enhance your ability to succeed with that type of character.In every list of kits, for every class I saw, there was a list of kits that mostly limited your character, or did nothing to the game's mathematics.Nestled in among those kits would be one that gave handy bonuses to combat.What would be the motivation for any player to choose any other kit aside from the one with the combat bonuses?
FormCritic wrote:Kits did not work for the very good reason that they...did not work.
In every list of kits, for every class I saw, there was a list of kits that mostly limited your character, or did nothing to the game's mathematics.Nestled in among those kits would be one that gave handy bonuses to combat.What would be the motivation for any player to choose any other kit aside from the one with the combat bonuses?
Busman wrote:With 1d6 for all weapons, players are free to concentrate on making a character and not a series of awesome stat blocks.
Badmike wrote:Sure it's an artificial construct, but it works better than, like you said, roleplaying the "sad clown" (Giggle) or "dancing girl" when you can always roleplay those types of characters anyway. There is a seed of a good idea in kits; only the DM is the one that has to grow the seed..
sauromatian wrote:me wrote: there are few if any half-baked ideas that made it to print. I can think of a couple or three: D6 damage for all weapons [OCE 1974 & Holmes 1977], Psionics rules through 1st ed., the assassination table for that PC class, hit bonuses for weapon types vs. armor types ..give me a minute & I'll remember of a dozen more.
me wrote: there are few if any half-baked ideas that made it to print.
sauromatian wrote:2e to clean up the mess left by said flood. D&D 3e took advantage of the 20-year retro cycle.
deimos3428 wrote:the weapon types vs. armor table is really very well done, and considered by many to be a cornerstone to playing AD&D "right".
sauromatian wrote:I wouldn't know, I've never met anyone in the last three decades who ever used it.
robertsconley wrote:This article has a table that show the powers granted at each level.http://www.wizards.com/default.asp?x=dnd/4ex/20080416aAt 30th level you are dealing with4 Encounter Powers (recharged after 10 minutes of rest or so)4 Daily Powers7 Utility PowersHere are some higher level monstershttp://www.wizards.com/default.asp?x=dnd/4ex/20080414aRob Conley
FormCritic wrote:The sweet spot