Well, it's hard for me to be objective about 4e, since it's a system I'm going to be writing in as a gig--so it's worth my while to learn the new system because I've been offered assignments writing for it! Here are things that I think are good:
1) More balanced/consistent. All of the classes work the same way, and there's not the huge power gap between "primary" classes and "secondary" classes the way there used to be. Even magic items seem to follow the same basic rules structure that's set up for the classes.
2) More cinematic. The introduction of minions makes scenes seem more like they do in movies: you take out the mooks and only the big bads provide much of a challenge--but boy, those mooks can be distracting. I've listed this as a good thing, but in truth, I'm still a little up in the air about it. I'm not convinced it works well with all campaign styles, but it certainly works with the Greek myths style campaign I'm plotting.
3) More support. WotC has put out a *great* beginning adventure called Keep on the Shadowfell that has DM hints and tips right alongside the adventure. I learn best by running and playing, so this kind of tool is exceptionally helpful to me. Also, in theory, we'll be getting online support in the relatively near future, and I like the idea of that.
4) Applies good CRPG techniques to tabletop. This one a lot of people are torn on--and there are a few things in 4e I think a computer would handle better--but overall, I think what they learned from other systems, including C- and VRPGs is actually applied in a way that makes sense.
Now, this is my take after two sessions of play. There are a lot of reviews out there--the one on Flames Rising (http://www.flamesrising.com) I thought was particularly fair talking about what the reviewer liked and didn't like about the system. So a lot of it is going to depend on 1) if it's a system that's good for you, and 2) if it's a system that your friendly neighborhood gamers are going to embrace.
That's my 2cents! Wish me luck going back to karate this week. :)
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Date: 2008-06-30 06:42 pm (UTC)1) More balanced/consistent. All of the classes work the same way, and there's not the huge power gap between "primary" classes and "secondary" classes the way there used to be. Even magic items seem to follow the same basic rules structure that's set up for the classes.
2) More cinematic. The introduction of minions makes scenes seem more like they do in movies: you take out the mooks and only the big bads provide much of a challenge--but boy, those mooks can be distracting. I've listed this as a good thing, but in truth, I'm still a little up in the air about it. I'm not convinced it works well with all campaign styles, but it certainly works with the Greek myths style campaign I'm plotting.
3) More support. WotC has put out a *great* beginning adventure called Keep on the Shadowfell that has DM hints and tips right alongside the adventure. I learn best by running and playing, so this kind of tool is exceptionally helpful to me. Also, in theory, we'll be getting online support in the relatively near future, and I like the idea of that.
4) Applies good CRPG techniques to tabletop. This one a lot of people are torn on--and there are a few things in 4e I think a computer would handle better--but overall, I think what they learned from other systems, including C- and VRPGs is actually applied in a way that makes sense.
Now, this is my take after two sessions of play. There are a lot of reviews out there--the one on Flames Rising (http://www.flamesrising.com) I thought was particularly fair talking about what the reviewer liked and didn't like about the system. So a lot of it is going to depend on 1) if it's a system that's good for you, and 2) if it's a system that your friendly neighborhood gamers are going to embrace.
That's my 2cents! Wish me luck going back to karate this week. :)