
Michael Hoey |

I just spent the weekend crash reading the 4e books -- without running a game yet -- I'm pretty excited about giving it a try. My 3.5 game was stuck in a rut with all my players gravitating to the same roles and way too much reliance on items. Combat at higher levels was getting unplayable.
I'm not sure they fixed all of the things I didnt like in 3.5 -- but they did seem to focus on all of my pet peeves. For example:
first level not being a one hit and down encounter
Rangers might be cool again
Thieves finally have something to do
low level MU's arnt waiting around and saving spells
Clerics arent there just to be the party medic
Grapple may even make sense ( need to try this to be sure )
No more fight - rest - fight - rest -- which as a DM, really annoyed me.
Rituals for spells no one wanted to memorize
Locked doors meaning something once the party mu has knock
lots of ways to hit things that arent just getting past AC -- at high level our thief could never hit a thing - now the thief will be a big damage dealer at any level ( and not just be the party chest opener )
Artifacts that you can use without screwing up your game
Lots more cool stuff -- people should give it a read before slamming it. This was clearly put together by people that love the game and want it to continue to grow.
I look for pathfinder to bring me great modules -- and opportunities for role play -- I look for the rule system to make it fun and make some sense. My best possible world would be for the next series of adventure paths to be 4e based -- I know that may be hard to make happen with the licensing model, but that is what will work well at my gaming table. My group ran through 2 of the adventure paths when they were in Dungeon and it was some of the funnest playing we did.