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 Post subject: Re: Essentials/Red Box Game Day PCs
 Post Posted: Fri Sep 17, 2010 10:52 am 
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UHF wrote:
I think that if you put all the essentials together, kids will have fun again.

I think the limited builds dispel all the complexity and flexibility in 4e and give a more AD&D\3.5 feel to the game. The players will be able to use paper and pencil with what was provided.

Dispelling of complexity, on that I will agree in regards to Essentials.

As for flexibility... it's still there, as the Essentials builds, even the Martial ones, still have the options to chose new powers and feats, allowing them to tailor their character as they see fit. The two Rogue (thief) PCs played quite differently to one another at the Game Day session I was in, while the Fighter (slayer) PCs were largely indentical in the way they were built, aside from one doing more raw damage per swing while the other had greater staying power/hit points. And your martial heroes do still have to select from 1st level at-will powers, the difference being those powers aren't attack effects, but effects that affect your attacks, savvy? ;)

And I'm with GM Chris on hoping for option #1 of the two listed.

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 Post subject: Re: Essentials/Red Box Game Day PCs
 Post Posted: Mon Oct 04, 2010 1:52 pm 
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Apparently a return to paper and pencil, it isn't.

Character generation will cause pain.
http://critical-hits.com/2010/10/01/pla ... and-again/


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 Post subject: Re: Essentials/Red Box Game Day PCs
 Post Posted: Wed Jul 06, 2011 2:46 pm 
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I picked up the Redbox a week ago. I haven't played D&D in forever (the last time was playing original D&D in ~1983). I wanted to see if 4e was something I would be interested in trying out. Here are my observations (for what they're worth):

1. I was very dissapointed that there weren't any real rules in the set. It did a fairly poor job (IMHO) of describing actually how the game mechanic worked. I ended up downloading the starter rules from the WotC website (from the 'Take D&D 4th Ed for a test run' link) which were much more helpful and descriptive of the game mechanics. Actually, the starter rules were more like what I thought would be in the Red Box when I bought it.

2. It was an interesting method for walking one through character creation. Though I agree with the complaints of awkwardness involved in wanting to change something/look something up. It was difficult to make decisions about my character without really knowing how the game mechanic worked yet (do I want a high CHA or WIS? Hard to tell yet).

3. 1st level wizards are significantly more powerful now then in original D&D. I remember my starting wizard with two spells (that he could use but once per day) and a handfull of darts that he used (to very poor effect) once his spells were depleted (which was almost immediately). Part of the challenge of playing a wizard was trying to keep them alive until you reached mid-levels when you became very powerful (almost broketastic!) Now my 1st level wizard can do all sorts of things (especially since he's human). It almost seems unbalanced.

4. Despite my complaints, the Red Box did do a pretty good job of introducing the game. I now have a much better idea as to whether I'm interested in pursuing buying the books, etc.

5. I am likely to buy the books and continue playing. So in that regard, mission accomplished from WotC's perspective.

6. I have been playing Star Wars Saga Edition for a few years now. The 4e mechanic is just different enough form the SWSE mechanic to be annoying (does diagonal move cost 1 or 2? I want to run now, do I get 4 x move in a straight line, or move +2? I want to spend a destiny point! Oh crap - wrong system!).

7. While I won't stop playing SWSE, it's nice to be playing a system that is currently active and supported by the publisher. There is so much more material available for D&D than for SWSE. It's also obvious that WotC has much more freedom and flexibility with this system than with SWSE where they had to keep Lucas & co. happy.

8. I like puppies - as long as they're cared for by someone else. (Not relevant, but I just thought I'd throw that in there! :lol: )

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 Post subject: Re: Essentials/Red Box Game Day PCs
 Post Posted: Sat Jul 16, 2011 9:42 pm 
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GM Jedi-Scoundrel wrote:
3. 1st level wizards are significantly more powerful now then in original D&D. I remember my starting wizard with two spells (that he could use but once per day) and a handfull of darts that he used (to very poor effect) once his spells were depleted (which was almost immediately). Part of the challenge of playing a wizard was trying to keep them alive until you reached mid-levels when you became very powerful (almost broketastic!) Now my 1st level wizard can do all sorts of things (especially since he's human). It almost seems unbalanced.


I think you'll find this is a design tenet in 4e through and through - play balance between the classes at ALL levels (whether or not they actually accomplish this is still up for debate). But you're going to find your wizards, while significantly more powerful than they used to be at 1st level, aren't going to eclipse the non-spellcasters like they used to back in earlier editions, where the mage was wielding god-like power in the form of arcane energy, but the fighter still had to do the dirty work with his hands, up close and personal, and a magical sword.

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