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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Lord Mhoram" data-source="post: 5959020" data-attributes="member: 4789"><p>I think overall you pegged 4E.</p><p></p><p>The above is the specific thing I do not want to see in Next - and it is why I didn't play 4E - and in a lot of ways it defines 4E. The problem with that is that it focuses on one playstyle - team based tactical combat.</p><p></p><p>I don't play D&D for tactical combat - I got sessions with no combat whatsoever. I also don't play D&D in a group setting (somewhat unusual in that I play alone). </p><p></p><p>Comparing 4E and 3rd (not ed war here) - If you are in a solid group with each role covered and an extra - 4E is the strongest tactical edition. But the further you get away from that expectation - the less it works. If the party has 3 people, with a gap of 2 or 3 levels between them - that will be a huge problem (especially if you are using published adventures). Some houserules might conteract some of it, but it is virtually impossible to play a solo character in published adventures in 4E - I know I tried for about a year. I think if I played in a 4E Group, I would love the game (I liked everything but how it couldn't handle solo play). But I am/was not in a position to do that.</p><p></p><p>In 3rd for example, you could do simple Gestalt and have 3 characters without a problem. Have a solo Gestalt character with a +2 template, and have him be a couple levels over the target of the module. This works just fine (Done it for years).</p><p></p><p>The perfectly balanced approach to 4E makes is much harder to use the game (especially combat) outside of it's narrow focus of a team working tactically together. It looks as if Next is mellowing on that tight balance to allow many more options for players and GMs to play the appraoch they like (avoid combat at all costs by "cheating, playing odd sized parties and such).</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 5959020, member: 4789"] I think overall you pegged 4E. The above is the specific thing I do not want to see in Next - and it is why I didn't play 4E - and in a lot of ways it defines 4E. The problem with that is that it focuses on one playstyle - team based tactical combat. I don't play D&D for tactical combat - I got sessions with no combat whatsoever. I also don't play D&D in a group setting (somewhat unusual in that I play alone). Comparing 4E and 3rd (not ed war here) - If you are in a solid group with each role covered and an extra - 4E is the strongest tactical edition. But the further you get away from that expectation - the less it works. If the party has 3 people, with a gap of 2 or 3 levels between them - that will be a huge problem (especially if you are using published adventures). Some houserules might conteract some of it, but it is virtually impossible to play a solo character in published adventures in 4E - I know I tried for about a year. I think if I played in a 4E Group, I would love the game (I liked everything but how it couldn't handle solo play). But I am/was not in a position to do that. In 3rd for example, you could do simple Gestalt and have 3 characters without a problem. Have a solo Gestalt character with a +2 template, and have him be a couple levels over the target of the module. This works just fine (Done it for years). The perfectly balanced approach to 4E makes is much harder to use the game (especially combat) outside of it's narrow focus of a team working tactically together. It looks as if Next is mellowing on that tight balance to allow many more options for players and GMs to play the appraoch they like (avoid combat at all costs by "cheating, playing odd sized parties and such). [/QUOTE]
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