Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Long rests getting better but GM needs still not being considered
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 8882552" data-attributes="member: 18"><p>As someone who liked 4E a lot, and played it a ton, I think it's fine to skip, because the approach is different<em> enough </em>that it's less directly relevant.</p><p></p><p>Just to summarize (and generalizing a little):</p><p></p><p>1) Everyone had some Daily resources, but only some, because everyone also had Encounter, Utility and At-Will stuff (not getting into the slight deviations from this in Essentials). This by itself reduced the desire for a 5MWD, in part because of the design of the Dailies, which made them only part of your toolkit, and not always the right tool to be using on any given round (indeed often not). All the rest of your toolkit, which was considerable, refreshed between combats, essentially. So PCs were basically never on less 70%-ish of their toolkit in a combat, which made for way less reason to take a rest.</p><p></p><p>2) Combat was a lot less swing-y than other editions, so there was less feeling that you had to "floor it" and take out scary enemies to prevent deaths etc, but rather to use the right abilities/teamwork to deal with them tactically. I saw a number of TPKs or near-TPKs in 4E, and several of them were against not-super-hard encounters, but ones which required good tactics. One of the near-TPKs showed you couldn't just Daily your way out of a hole if you'd dug deep enough too! They got saved because one player used smarter tactics than the rest and didn't expose himself to withering sling-fire (instead forcing the remaining enemies to essentially come at him one at a time through clever use of terrain/corridors).</p><p></p><p>3) You pretty much always got back to full HP between combats thanks to Healing Surges, and usually reached a natural stopping point before Healing Surges ran out (I'd say most PCs had slightly too many but that's a separate discussion)</p><p></p><p>4) The encounter design system (with "roles" for monsters, minions, etc.) was significantly more solid and the math whilst arguably boring, was more reliable than 5E. This also disincentivized wild spending of daily abilities, or attempting to 5MWD things, because it just wasn't that helpful, and easier for a DM to prepare an encounter for it, if it was definitely going to be a 1-encounter day, without much risk of TPK.</p><p></p><p>Anyway!</p><p></p><p>I think there's some design inspiration to be had there maybe, but less direct.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8882552, member: 18"] As someone who liked 4E a lot, and played it a ton, I think it's fine to skip, because the approach is different[I] enough [/I]that it's less directly relevant. Just to summarize (and generalizing a little): 1) Everyone had some Daily resources, but only some, because everyone also had Encounter, Utility and At-Will stuff (not getting into the slight deviations from this in Essentials). This by itself reduced the desire for a 5MWD, in part because of the design of the Dailies, which made them only part of your toolkit, and not always the right tool to be using on any given round (indeed often not). All the rest of your toolkit, which was considerable, refreshed between combats, essentially. So PCs were basically never on less 70%-ish of their toolkit in a combat, which made for way less reason to take a rest. 2) Combat was a lot less swing-y than other editions, so there was less feeling that you had to "floor it" and take out scary enemies to prevent deaths etc, but rather to use the right abilities/teamwork to deal with them tactically. I saw a number of TPKs or near-TPKs in 4E, and several of them were against not-super-hard encounters, but ones which required good tactics. One of the near-TPKs showed you couldn't just Daily your way out of a hole if you'd dug deep enough too! They got saved because one player used smarter tactics than the rest and didn't expose himself to withering sling-fire (instead forcing the remaining enemies to essentially come at him one at a time through clever use of terrain/corridors). 3) You pretty much always got back to full HP between combats thanks to Healing Surges, and usually reached a natural stopping point before Healing Surges ran out (I'd say most PCs had slightly too many but that's a separate discussion) 4) The encounter design system (with "roles" for monsters, minions, etc.) was significantly more solid and the math whilst arguably boring, was more reliable than 5E. This also disincentivized wild spending of daily abilities, or attempting to 5MWD things, because it just wasn't that helpful, and easier for a DM to prepare an encounter for it, if it was definitely going to be a 1-encounter day, without much risk of TPK. Anyway! I think there's some design inspiration to be had there maybe, but less direct. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Long rests getting better but GM needs still not being considered
Top