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In Depth Critique of Part 3 of Basic Rules
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<blockquote data-quote="Tony Vargas" data-source="post: 6351736" data-attributes="member: 996"><p>One source of confusion in this article is whether magic in the sense of spellcasters is assumed to be rare or not. If casters are fairly commonplace, then PC casters can expect their 'clever' or systematic uses of spells to be prepared for, guarded against, and countered by more challenging foes. If casters are fairly rare, then, while PC casters may run rampant through the world, the overall impact of magic on society would be muted - no 'Minority Report' divination scenarios, for instance.</p><p></p><p>A campaign might suffer from either problem, but is unlikely to suffer from /both/ (which the article seems to imply would be the case).</p><p></p><p> As much as it pains me to agree with you, he really did come off as having Post Traumatic 3e Disorder. The one that really stood out for me was the reference to the Wand of Cure Light Wounds, which has yet to make an appearance in the playtest or any leaks of the forthcoming game, and would seem to be entirely at odds with the way healing is otherwise handled. That is, that healing is fairly scarce and/or a poor use of time/resources during the day, but automatic & full overnight - which looks like it may be calculated help preserve the intended 4-5 encounter/day pacing around which 5e is precariously balanced. 3.x-style WoCLW would completely disrupt that, potentially leading to harder encounters and longer days.</p><p></p><p> It produced the intended results: a clearer, better-balanced, more approachable game that remained playable over a wider range of levels and styles. </p><p>That those results constituted the <em>casus belli</em> for the edition war could not easily have been anticipated, though, in retrospect it was inevitable.</p><p></p><p>5e is thus walking a tight-rope of fragile balance in an attempt to please both those who want a game balanced enough to be playable, and those who want a more readily-breakable one (whether out of tradition or a desire to abuse it doesn't really matter). The OP paid too much attention to the features intended for the latter, and not enough to those meant to be of use to the former. He also very clearly conflated 5e and 3e issues - not surprising, given the similarities, but something he should have taken greater pains to avoid, as even a few slips like WoCLW or wealth/level create the impression he hasn't really looked at 5e hard enough to see that it is more than just a re-hash of 3.x and earlier editions.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6351736, member: 996"] One source of confusion in this article is whether magic in the sense of spellcasters is assumed to be rare or not. If casters are fairly commonplace, then PC casters can expect their 'clever' or systematic uses of spells to be prepared for, guarded against, and countered by more challenging foes. If casters are fairly rare, then, while PC casters may run rampant through the world, the overall impact of magic on society would be muted - no 'Minority Report' divination scenarios, for instance. A campaign might suffer from either problem, but is unlikely to suffer from /both/ (which the article seems to imply would be the case). As much as it pains me to agree with you, he really did come off as having Post Traumatic 3e Disorder. The one that really stood out for me was the reference to the Wand of Cure Light Wounds, which has yet to make an appearance in the playtest or any leaks of the forthcoming game, and would seem to be entirely at odds with the way healing is otherwise handled. That is, that healing is fairly scarce and/or a poor use of time/resources during the day, but automatic & full overnight - which looks like it may be calculated help preserve the intended 4-5 encounter/day pacing around which 5e is precariously balanced. 3.x-style WoCLW would completely disrupt that, potentially leading to harder encounters and longer days. It produced the intended results: a clearer, better-balanced, more approachable game that remained playable over a wider range of levels and styles. That those results constituted the [i]casus belli[/i] for the edition war could not easily have been anticipated, though, in retrospect it was inevitable. 5e is thus walking a tight-rope of fragile balance in an attempt to please both those who want a game balanced enough to be playable, and those who want a more readily-breakable one (whether out of tradition or a desire to abuse it doesn't really matter). The OP paid too much attention to the features intended for the latter, and not enough to those meant to be of use to the former. He also very clearly conflated 5e and 3e issues - not surprising, given the similarities, but something he should have taken greater pains to avoid, as even a few slips like WoCLW or wealth/level create the impression he hasn't really looked at 5e hard enough to see that it is more than just a re-hash of 3.x and earlier editions. [/QUOTE]
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