In various threads I have come across people who apparently have the wrong idea as to the designs philosophy behind 5th edition. Now if I am wrong and you have some information to share then please do. I participated in the playtest as well as the survey's. I read the articles and kept up with the comings and goings of the game.
Now it is my impression the game was not designed around mechanical teamwork and synergy as was 4th edition. I am under the impression that the classes were designed on an individual basis. There are no strikers, defenders, leaders, or controllers. There are classes that could fall into the category but their design was not specifically made for it. How much damage you do, or how much damage you do when compared to others is not something this edition was designed around. You choose a class in this edition because it's what you want to play, not because you need to fill specific roles to make the party complete. What I like about this edition is it doesn't matter if you have three people wanting to play rogues for example.
I've read comments about Mearls apparently not getting the math right because a certain isn't doing X amount of damage or it's damage is falling short of X class and I think that is false. Let me be the first to take a giant inhalation of breath and breathe it out with a sigh of relief and contentment. I like that my contribution isn't measured by how much damage I can do. I'm glad that my PC isn't automatically expected to be a hero with mechanics to push this agenda along. I believe this edition really allows a DM to run whatever kind of game he and his group wants to run whether it's being heroic, or a greedy scoundrel who just wants to loot stuff but could end up just another dead adventurer in a long lost dungeon somewhere.
Now if I am completely wrong then again, please share some information because I am all ears and ready to listen. I am just glad that we seem to be free of the constraints of previous editions.
Now it is my impression the game was not designed around mechanical teamwork and synergy as was 4th edition. I am under the impression that the classes were designed on an individual basis. There are no strikers, defenders, leaders, or controllers. There are classes that could fall into the category but their design was not specifically made for it. How much damage you do, or how much damage you do when compared to others is not something this edition was designed around. You choose a class in this edition because it's what you want to play, not because you need to fill specific roles to make the party complete. What I like about this edition is it doesn't matter if you have three people wanting to play rogues for example.
I've read comments about Mearls apparently not getting the math right because a certain isn't doing X amount of damage or it's damage is falling short of X class and I think that is false. Let me be the first to take a giant inhalation of breath and breathe it out with a sigh of relief and contentment. I like that my contribution isn't measured by how much damage I can do. I'm glad that my PC isn't automatically expected to be a hero with mechanics to push this agenda along. I believe this edition really allows a DM to run whatever kind of game he and his group wants to run whether it's being heroic, or a greedy scoundrel who just wants to loot stuff but could end up just another dead adventurer in a long lost dungeon somewhere.
Now if I am completely wrong then again, please share some information because I am all ears and ready to listen. I am just glad that we seem to be free of the constraints of previous editions.
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