dramamine213
Star
- Joined
- Jul 5, 2009
I will 100% admit I'm one of those folks who dislike 4th ED on the basis of it being new and being grumpy about having to read rule books all over again.
HOWEVER, I AM willing to give it a shot with someone who can explain it while I'm doing it. It meaning, character creation, battles, all these new powers and stuff. I won't rule it out as a system I won't use, but I'm not really happy about having to learn another system.
I will say that I don't like the changes to the tieflings and the lack of aasimars when I first started reading the books. I don't like the massive ugly horns, the weird eyes, the really long tails, and strange weapons. Everything I understood about tieflings/aasimars were that they looked human with the exception of some trait. It could be as obtuse as reddish skin, the constant smell of brimstone, the feeling of awe in their presence, strange colored eyes, and so forth, BUT they remained looking mostly like humans.
For tieflings (as I haven't read much about devas[4th ED name for aasimars because it was mentioned that it sounded much like ass-smear]), I really don't like how demon they've made them. It almost take away my affinity for them. And the dragonborn things are really not my number one choice as a player race. It really seems silly to have a demonic looking race and a draconic looking race as part of your standard start up while eliminating the gnome.
But through all of that, I haven't written the system off from my brief read through. It has, however, put a slight sour taste that they (in my eyes/opinion) ruined one of my favorite 'evil' races. I know that's being really biased, but as I said, I would be willing to try it if someone could summarize things for me to make sense of it.
I would like to add this though. Combat with spell casters in 3.x is only a PITA and overly long if you're playing with people who don't already know what their spell does and HAS to look it up each time they want to cast it. It was one of my requirements for my players to write/type out the spells they chose and KNOW how to use them if they wanted to play a class with spells. It cut out a lot of annoying noobs who wanted everything handed to them or done for them, but it allowed people who had the desire to know the class to learn it and have a great grasp on spells. Thus, our spellcasters didn't eat up a lot of time in fights. They knew I allowed 15 seconds (timed with a stop watch) for their turn in combat, so they quicky found the quickest ways to explain where/how/when they were casting so we could move on with it.
Plus having a co-DM made things a bit easier, too. She knew the casting classes much better than I, so she took on the responsibility to call players trying to pull bullshit. I love her so much. XD
And I will also agree that large groups suck. I've only have one obscenely large group and it went rather well, considering all of what was there. It was mostly meat shields, a cleric, a monk, and two rogues for a totaly of 9 players. While they seems really big, all the meat shields were guys who liked to blow shit up. There was hardly any roleplaying they wanted to be a part of. They other four were the diplomats and roleplayers. When battle came about, the other 5 would come into roleplay their fights much like scenes from action movies and then go back to playing some video games or a card game. It was nice to have them butt out when they knew they wouldn't enjoy it and I wouldn't force them to RP, but it allowed the others to enjoy roleplaying their well drafted PCs without having to be all combat oriented. How nice would it be to be able to play a monk that is of peace and zen-like in attitude and NOT have to worry about what weapons you can use and what ability has to come when and how when you've got a pair of barbarians who mow through a lot of baddies, a ranger who doesn't like animals who's an expert archer, and a pair of fighters who work off each other's class features proving to be a deadly pair to be around?
I did like that group, but it was a hassle to try and make room for 10 people at a table to throw some dice. These days, when there are people to play with, I try and keep it to 3 or less PCs. It allows me to see what they make and give them plenty of options to adpot an NPC that parties with them if they want to, both allowing me to PLAY and DM.
HOWEVER, I AM willing to give it a shot with someone who can explain it while I'm doing it. It meaning, character creation, battles, all these new powers and stuff. I won't rule it out as a system I won't use, but I'm not really happy about having to learn another system.
I will say that I don't like the changes to the tieflings and the lack of aasimars when I first started reading the books. I don't like the massive ugly horns, the weird eyes, the really long tails, and strange weapons. Everything I understood about tieflings/aasimars were that they looked human with the exception of some trait. It could be as obtuse as reddish skin, the constant smell of brimstone, the feeling of awe in their presence, strange colored eyes, and so forth, BUT they remained looking mostly like humans.
For tieflings (as I haven't read much about devas[4th ED name for aasimars because it was mentioned that it sounded much like ass-smear]), I really don't like how demon they've made them. It almost take away my affinity for them. And the dragonborn things are really not my number one choice as a player race. It really seems silly to have a demonic looking race and a draconic looking race as part of your standard start up while eliminating the gnome.
But through all of that, I haven't written the system off from my brief read through. It has, however, put a slight sour taste that they (in my eyes/opinion) ruined one of my favorite 'evil' races. I know that's being really biased, but as I said, I would be willing to try it if someone could summarize things for me to make sense of it.
I would like to add this though. Combat with spell casters in 3.x is only a PITA and overly long if you're playing with people who don't already know what their spell does and HAS to look it up each time they want to cast it. It was one of my requirements for my players to write/type out the spells they chose and KNOW how to use them if they wanted to play a class with spells. It cut out a lot of annoying noobs who wanted everything handed to them or done for them, but it allowed people who had the desire to know the class to learn it and have a great grasp on spells. Thus, our spellcasters didn't eat up a lot of time in fights. They knew I allowed 15 seconds (timed with a stop watch) for their turn in combat, so they quicky found the quickest ways to explain where/how/when they were casting so we could move on with it.
Plus having a co-DM made things a bit easier, too. She knew the casting classes much better than I, so she took on the responsibility to call players trying to pull bullshit. I love her so much. XD
And I will also agree that large groups suck. I've only have one obscenely large group and it went rather well, considering all of what was there. It was mostly meat shields, a cleric, a monk, and two rogues for a totaly of 9 players. While they seems really big, all the meat shields were guys who liked to blow shit up. There was hardly any roleplaying they wanted to be a part of. They other four were the diplomats and roleplayers. When battle came about, the other 5 would come into roleplay their fights much like scenes from action movies and then go back to playing some video games or a card game. It was nice to have them butt out when they knew they wouldn't enjoy it and I wouldn't force them to RP, but it allowed the others to enjoy roleplaying their well drafted PCs without having to be all combat oriented. How nice would it be to be able to play a monk that is of peace and zen-like in attitude and NOT have to worry about what weapons you can use and what ability has to come when and how when you've got a pair of barbarians who mow through a lot of baddies, a ranger who doesn't like animals who's an expert archer, and a pair of fighters who work off each other's class features proving to be a deadly pair to be around?
I did like that group, but it was a hassle to try and make room for 10 people at a table to throw some dice. These days, when there are people to play with, I try and keep it to 3 or less PCs. It allows me to see what they make and give them plenty of options to adpot an NPC that parties with them if they want to, both allowing me to PLAY and DM.