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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="UngeheuerLich" data-source="post: 7760123" data-attributes="member: 59057"><p>I played 4e quite a while and no, it was no boardgame. It however lost the possibility to play with combat as war and instead embraced combat as sport too much.</p><p>Thus at a certain point combat felt like a board game to me, both as player and DM. WHat is the best pace to stand on and what is the best power to use. And so on.</p><p>At low levels we had great theater of the mind combats, but that changed with just a few levels when you had your full repertoire of encounter and daily powers and some utility. Positioning. Many small hold effects that just last a few turns. And design of monsters and powers disallowed gaining so much advantage in the beginning of combat to make scouting etc really pay off. Add the strict rules for adjucating powers and then you know why the combat part feels boardgamey and why your roleplaying part might adjust to that playstyle. But that started with 3.5 and 4e in a certain way was the logical successor.</p><p>5e gives a lot more room for creativity which the narrow design of 4e does not. Before it is brought up by someone else, page 42 also sadly lost its value when you level up because of the way the level bonus was designed...</p><p></p><p>And the conclusion: i really wanted to like 4e forever bit thaz was as impossible as it was with 3.5. I hope my love with 5e will lassts as long as this edition lasts. And I hope the eventual 6e will embrace and build up on the 5e design.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 7760123, member: 59057"] I played 4e quite a while and no, it was no boardgame. It however lost the possibility to play with combat as war and instead embraced combat as sport too much. Thus at a certain point combat felt like a board game to me, both as player and DM. WHat is the best pace to stand on and what is the best power to use. And so on. At low levels we had great theater of the mind combats, but that changed with just a few levels when you had your full repertoire of encounter and daily powers and some utility. Positioning. Many small hold effects that just last a few turns. And design of monsters and powers disallowed gaining so much advantage in the beginning of combat to make scouting etc really pay off. Add the strict rules for adjucating powers and then you know why the combat part feels boardgamey and why your roleplaying part might adjust to that playstyle. But that started with 3.5 and 4e in a certain way was the logical successor. 5e gives a lot more room for creativity which the narrow design of 4e does not. Before it is brought up by someone else, page 42 also sadly lost its value when you level up because of the way the level bonus was designed... And the conclusion: i really wanted to like 4e forever bit thaz was as impossible as it was with 3.5. I hope my love with 5e will lassts as long as this edition lasts. And I hope the eventual 6e will embrace and build up on the 5e design. [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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