JÃ¼rgen Hubert at ENWorld tells us why he prefers D&D 4E. This is especially interesting if you’re still sitting on the fence about switching over.
Let me add to that by giving you my top five:
- Excellent advice for Dungeon Masters. Every edition’s Dungeon Master’s Guide is worth reading, and 4E’s is no exception. It discusses player motivation, campaign style and feel, and ways to both prepare and improvise. Do not run another game of any D&D edition until you have read this book.
- Monsters are given archetypes. In retrospect, the 3E challenge rating system was too simple. It didn’t differentiate between monsters of varying defensive ability, even though this is something we’ve had in the class system since the beginning. It’s a lot easier in 4E to tell which monsters are physically weak ranged attackers (like wizards) and need protection from tougher monsters.
- Combat is faster and more interesting. In 3E, fighters got slow and boring at high level, rolling four to eight attacks per round. Now we have a Star Wars Saga Edition style one attack per round, but the effects of attacks and combat feats or powers are more significant.
- Balance issues have been resolved. Third ed left munchkins a lot of exploits, such as resting after every fight to regain spells and cherry-picking prestige classes. Fourth does away with those issues and helps to straighten out the balance.
- It’s easier to make new monsters. There are only fifteen first-level monsters, but creating new ones is incredibly easy. I didn’t realise how much more work 3E monsters involved until I went back and statted one up. I’m considering drawing up weekly new monsters for this blog; readers, drop a comment here and let me know if you’re interested.