roseembolism: (Default)
roseembolism ([personal profile] roseembolism) wrote2008-06-16 02:52 pm
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The magical Fighter Powers in D&D 4th edition



I'm still working on my review of D&D 4th.  In the meantime, courtesy of enworld, someone addresses the accusation of D&D 4th being too "Wushu" or "Anime", by giving a description of the highly magical powers fighters can get in the game.

I think if I ever run a game of D&D 4th, I'll replace the actual fighter power names, with these descriptions.

[identity profile] palecur.livejournal.com 2008-06-16 10:15 pm (UTC)(link)
That was quality. The more I read my 4E stuff, the more I appreciate it. The system was due for a ground-up redesign, and it's a better job than I hoped.
ext_8707: Taken in front of Carnegie Hall (nose)

[identity profile] ronebofh.livejournal.com 2008-06-16 10:47 pm (UTC)(link)
I haven't had a chance to go over my stuff, but [livejournal.com profile] elmuchacho spent all weekend with my books and deemed it cool. Our friends John and Jason grumbled, but they're firmly stuck in AD&D 2.5 Min-Max Munchkin Land. And they only play one character each, anyway: the overpowered vainglorious warrior type (with subtypes "smart" and "stupid"), and the overpowered mysterious warrior type (with subtypes "healer" and "shifty"), respectively.

[identity profile] roseembolism.livejournal.com 2008-06-17 01:30 am (UTC)(link)
When it comes to character design, I like it a lot- characters are tremendously easier to make than in 3rd. edition, the powers are sensibly laid out and fairly munchkin-resistant, and there seems to be a wonderful tactical element to the characters. A lot of the powers also help out other characters in the team, which is nice.