Zeiram wrote:I've really liked the tactical elements introduced by 4th Edition, or at least those which I've seen from the various preview adventures available. Still waiting on the books to arrive to form an opinion on the whole.
I have to agree with you about the tactical elements.
Having played the preview edition and owning real copies of the books, I think it has a lot of potential. As much as I liked 3.0/3.5, I think 4.0 will be a better game in the long run. I've been playing since the late 80's early 90's, like Rory I started early. Before that I played 'Hero Quest' and 'Key to the Kingdom' (this game kinda sucked). Hell, I even have a copy of the the 80s version of DnD box where Elf, Dwarf, Halfling are Classes.
Since then, I've played through the various Editions and releases of 2nd Edition. Most people don't like the math, but having a background in computer science I am no stranger to it, so I embrace it. I don't believe, however, that complicated math needs to exist for the game to give a genuine DnD experience. My biggest problem with 2nd and 3rd edition is the fact that the hero are more like mercenaries who quest to decorate themselves like Christmas trees. What happened to the Heroic Adventurers that saved fair maidens or defended towns because it was the heroic thing to do and didn't care about the money. The way those two editions played out, you needed these items to kill the bigger nasties, especially in 3.0/3.5, where monsters have Spell Resistance and Damage Reduction that can only be cut through with magic weapons. Don't get me wrong though, I like having magic items and I think they add a very special element to game, but do I need to blind a person who casts 'Detect Magic' on my character? I also play RPGA, and I have to say, I tired of fighting overpowered monsters (monstrous boars with vorpal tusks) to gain only a little xp and gp. It takes forever to get anywhere.
Anyway, back to 4th edition, what I've played and read so far has made my gaming experience and outlook positive. I like fighting hordes of minions that die when they sustain 1 wound, it makes the game more cinematic, the heroes more heroic, and combat is a much faster process now. In the preview game, I played the Dragonborn Paladin and I have to say I had more fun with that character than any other Paladin I've played in 2nd or 3rd. I always stayed away from arcane casters because I hated the the slot system, too many times I'd run out spells, because there was nothing else I could do, not anymore, 4th Edition offers At-will, Encounter, and Daily powers, The Daily powers are the only ones that you need to rest for extended time to regain. Although now that spells have been converted to this system and you can virtually cast them all the time, the spells are a little weaker.
The only thing that I'm a little weary about in 4th edition is the multi-classing and prestige classes. Its not a system that has been used before, now if your Fighter wants a Rogue ability, he now has to spend a Feat on a Multi-class Feat that grants him such an ability. Prestige classes are gone. There are 3 tiers on the experience table, Heroic (lvl 1-10), Paragon (lvl 11-20), and Epic (lvl 21-30). You choose your initial class, at the Paragon tier you choose a prestige class that is offered by your initial class, and upon reaching Epic tier you choose an Epic Destiny based the same way. I don't know what to think about this yet, I'll just have to see how it goes, play it out a little.