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the system feels complete and is there to help you create, instead of being more "passive" like previous edition. Howerver, as a DM, i can tell you that the real tresure of 4e is the dm experience. it's also helped by the fact the writing is made in a very straight to the point way, where rules and fluff is detached from each other, thus making a rule check easy while letting the fluff take the space it need. The system require to be a bit more involved when you are a player, in addition to be a bit more knowledgeable of the rules, but this is rewarded with a very crunchy and shiny experience, especially in combat. Each classes come with their unique flavor and twist on their expected input in a group, with possibility for being more in each case. There is so much going on, especially at higher levels where characters start getting more and more actions off their turn, this is definitely not a game where players can be looking at their phones between turns.Ĥe is the edition that brought a rock solid core (altough with a flawed execution, but again, solid core means it's something you can work around easy). Length of combat - this varies group to group, but lot of groups struggle to keep combat from taking a lot longer than desired. Rituals are the other source of out of combat utility, I've found that they are often forgotten about or players are often hesitant to spend the resources (time/money) to cast them. Rituals/Utility Powers - Utility powers often are the source of much of your out of combat utility, unfortunately a great portion of the utility powers are combat focused so the out of combat powers compete with the in combat powers for a place in your character build.
#4e epic destinies free
On top of that, most of the complexity is reserved for combat, out of combat the game tries to be a much more free form rules light experience. It can often be difficult to adjudicate fairly how any attempt to use these abilities out of combat.
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the majority of the abilities in 4e are intended to interact with the combat pillar of the game and are presented as such. The hard wall between in and out of combat. It is also pretty daunting for a new player to make their first character. You have to read a lot of powers and feats before you realise certain classes differ from each other. Initial impressions - 4e doesn't make it easy to look at a class and have strong idea of how the fantasy is going to translate to game play. Monster design: Monsters are a blast in 4e especially the later edition monster design when they fixed the monster math. All the options are infront of the player and are easier to understand what they do. There are definitely certain classes that can out perform others but it isn't to an egregious degree.Ĭlairty and ease of access - I've found that 4e is easier to put any character in front of a new player and see them mostly be effective at using said class.
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Finally as a defender you can actually feel like an effective tank.Ĭharacters balance - as a general rule most classes have the tools they need to feel like they are making a strong impact on the outcome of the encounter. The roles - the existence of roles just makes for a unique style of game play that is difficult to find elsewhere.
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This makes combat positioning a lot more dynamic and important. Tactical Combat - positioning is really important and most roles interact heavily with how combatents are positioned in combat with many getting abilities which allow you to move combatents around. I'll try to give a balanced breakdown on some of the good and the bad in my eyes. 4e is my favourite edition, I highly recommend giving it a go just to see if it gels for you or not.
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