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4th edition D&D=Teh sckuk OR awesomesauce?

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Oskik:
First topic I've started. This one here's basically for D&D people or people who are interested in D&D or people who are bored and like seeing nerds argue about whether 2d6 is better than a d12 or a d12 is better than 2d6. Feel free to compare 4th edition to 3.5 or 3 or 2 or 1 I don't care as long as it's vaguely connected to D&D.


Have fun crazy interweb people!

WriterofAllWrongs:
It would probably help if you give your views on the subject you have started a topic about, just to get the ball rolling.

From what I hear of the new system, though, it's a bit more balanced than 3.5 character wise.  Everybody has some sort of power to heal themselves, which eliminates both the problem of the cleric being a sentient, ambulatory potion, and the problem of parties with a larger amount of fighters and rogues and non-healers being shit out of luck when they run out of potions.  However, I dislike the conglomeration of the alignments into five instead of nine.  It kind of dumbs things down, roleplaying-wise.  I haven't played it though, so I'm only touching on the more basic changes.  Seems like a change for the better, though.

Surgoshan:
Since alignment is only a rough guide and not all that useful to role play anyway, do whatever you want with it.  And since it was never a very good descriptor of true character, I've always tended to ignore it.

So D&D 4th?  I love that it's more balanced.  It's more balanced between classes and between levels.  At epic levels, you'll be hopping the planes and fighting demons and maybe becoming a god; you'll change the fate of the world without ever having the power to truly warp it ([cough]wish[/cough]).

Coward:
Whilst more a gothic-horror format than D'n'D's fantasy, as a system I would wholeheartedly recommend the White Wolf range of games to any roleplayers. It just feels less sluggish, more streamlined, and allows more storytelling than by-the-numbers monster bashing.

Alex C:
I've gotten to play a few times now as a Wizard, and my favorite thing about 4th edition D&D so far is that they have embraced powerful characters and have done a good job of balancing them besides. By this I mean that some of the best feat and power combinations tend to be obvious and thematically consistent rather than munchkiny, setting destroying abominations that depend on goofy shit like your DM cheerfully accepting all lawful good drow clerics in order to happen. For example, it's not exactly shocking that the combination of Action Surge, Wintertouched and Lingering Frost feats are very helpful to my Ice themed Human Wizard, and I can count on my fellow players to have similar obvious and powerful combinations for their characters unless they're working really hard at being dead weight.

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