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Jared wants to talk about the good things that came out of 4th edition.

In Defense of 4th Edition ¦ D&December
InDefenseOf4thEdition
Upload Date December 16th 2016
Series D&December


Link https://www.youtube.com/watch?v=O_f5IhfSRvo


Synopsis[]

Jared wants to have a controversial open discussion. Jared wants to talk about 4th edition Dungeons and Dragons. It became more video gamey. This edition tried to appeal more to video game players. A lot of people hated it. Jared was curious about 4th edition, and he enjoyed it.

This is one of the most balanced editions when it comes to classes even more then 5th edition. Even the fighter could do more then just hit something. The game was very tactical, and almost required a grid and minature system. Rangers were awesome in fourth edition. Monks were more balanced, and clerics did more then just heal. This edition also had unique classes such as the warlock class that aren't present in other editions. Dragonborns were also introduced in fourth edition.

The Forgotten Realms books introduced the bladeslinger, which is a wizard that can use a sword. Fifth edition doesn't come close to the balance in fourth edition. The characters are always shifting around in fourth edition. Jared was really into the tactical combat. This edition works best with a lot less encounters. Fights took forever because of the tactical plays.

There were four kinds of defenses, which used to be saving throws. Minions was a new kind of enemy. They all have 1 hit point, and are designed to be fought in large groups. A lot of people complained that this edition was all about combat. It was if you made it. Each character class had utility powers. These were abilities that could be used outside of battle. The rangers could knock an arrow to hit their clothing up against a wall to prevent their ally from falling. Rangers could also launch several arrows into a wall, making a ladder.

4th edition introduced the short rest, which helps in so many ways. It used to take four hours for spellcasters to memorize a spell. To heal a single hit point in Advanced D&D, characters had to rest for a whole day! It wasn't possible to rest in a dungeon.

Third edition made rests 8 hours, and fourth edition introduced the short rest. Short rests made wizards and sorcerers less frail, and this continued into fifth edition.

This is not the worst edition of D&D.

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