Ozymandius wrote:But the difference here Rene is that in AD&D and 3.0/3.5 the magical items weren't ridiculously priced and nerfed into oblivion as they are in 4.0's version.
What, 360 gp for a +1 item is too much for you, 1800 for a +2 Item is far fetched, for the good ole' days of 3.x it is 2000 plus for a +1 and 8000 plus for a +2. Oblivion, you gotta be kidding me.
Ozymandius wrote:You can barely own multiple weapons in 4.0 because they cost too much whereas in the other versions you had a multitude of +1/+2 specialty weapons and one or two primary +4/+5 types for when you absolutely, positively had to kill it.
My fifth level wizard got his +2 staff of whatever at third level, +2 amulet of pro at second level, and a +1 Bloodthread armor at first level. Besides that I have a Viper belt, two other items at +1 and some potions and rituals. There are plenty of goodies to own at lower levels. The system is set up so that a +4/+5 item doesn't fall into the hands of adventurers at lower levels. I don't know what system you played at. I never got a +4/+5 item in LG unless it was armor, and that was at 13th level. Never an offensive item, those items are too expensive. If you are reffering to LC, I never played that system. If you got a +4/+5 item at lower levels I'm impressed. That hasn't happened in Blackmoor. At least, in the mods I've played at I havn't had a +4/+5 item at hand at lower levels.
Ozymandius wrote:LC had to have ridiculous magic because it was Forgotten Realms and if you look at the setting they built they explained it pretty well that magic was the norm and it was constantly pervasive across the continent. But in this newer version of Forgotten Realms you get a watered down magical landscape where many major players are either dead (Halaster), missing (Elminster) or dumbed down (Red Wizards of Thay).
You have to understand the new version is very susceptible to adventure. There are plenty of ways to set up a mod. Reading the Players guide to forgotten realms there are countries ruled by Vampires, Rakshasas, and plenty of ruins to search from. There is a host of areas an adventure can start on. The whole book is set up for it. As for dumbed down, what I see is they took the old bad guys away and set up a whole new set up of bad guys to replace the old stories. The infamous spell plague is the reason to change all that.
Ozymandius wrote:The problem isn't actually so much the system (there are some nice things) but the reduction of the more complex aspects of the game didn't help. If you wanted to do a thinking man's game without the stupid word puzzles you could do that in 2.0/3.0/3.5 and you could use the mechanics to justify it. Here with 4.0 its harder because there is a lack of spells or mechanics or they no longer function as previous editions held them.
There you have to know the game. Memorize every spell, I didn't do that. Here in this game you have rituals to replace all the non violent spells. I agree there is not enough of them to have the dynamic of the old game. I believe they will get around to it.
From reading what you have said here you really havn't put enough time in the game. If all you are going to do is play LFR mods then you might have a problem with the system. The LFR system is not as complex as LG, LC, or Blackmoor. Therefore, you will miss out on the stories of the old 3.x systems. I play in various campaigns where there are more complex roleplaying situations, the story is much more compound, and the combat is just as tough. I guess that is why I can stand the LFR mods in comparison to LG mods.
There are lies, damned lies and statistics.
First God created idiots, he was just getting started, then he created Wizards of the Coast 4e Dnd.