Flamestrike
Legend
My point was, you describe these things as though they were entirely foreign and alien to D&D, when they are part and parcel of something you apparently hated. It just feels like Monte Cook's "what I like to call passive perception" all over again. You didn't like 4e, and I have neither right nor reason to tell you otherwise. But if you're going to describe something *exactly like* something in 4e, why reinvent the wheel? "Maybe we should bring back the idea of Paragon Paths and Epic Destinies, but make them more like individual classes or combinations of classes. Something in between those and 3e's Prestige Classes." That would have been both supremely respectful AND highlighting something you apparently like, even when it comes from something you don't.
Because for everything I liked about 4E, there was a ton of stuff I loathed. I was hoping for a more SWSE version of 4th, and were a lot closer to that feel with 5th than we were with 4th.
You liked 4th. I didnt. No need to get into the old edition wars here.
And for what its worth, I view the 5th edition method of 'paths' (archetypes) as being more elegant and better in its execution.
As for the "breakpoint to define your character," it's funny that you mention that, since WotC specifically tells us that experienced players will most likely want to skip those levels. I still wish they would have made the "training wheels" levels ACTUALLY optional, e.g. something that can be added for those who want it, rather than hardwired into the basal math of the game. What you consider a fun opportunity to differentiate your characters, I see as the game finally STARTING rather than languishing in "here's a character...that can't do crap!" (Yes, I know this is hyperbolic, but it's how I feel.)
How (one one hand) can you say WOTC invites you to skip levels 1-2 if you want, but on the other claim they are 'hardwired into the game'?
Looks to me that WOTC are saying that levels 1-2 are pretty much optional if that's what your group prefers.
Personally I like the grim and gritty nature (and fast and easy character creation rules, super quick combats, lethal nature and swift advancement) of levels 1-3. There is a lack of system mastery required that I haven't seen since the Basic set, yet the system offers 12 classes and around a total of 40 odd different archetypes. In addition to backgrounds and more races than any other PHB to date, there is a vast amount of variety in the core rules.
It feels like the DnD I know and grew up with.
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