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So the Power Feats Got Nerfed!
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<blockquote data-quote="Ruin Explorer" data-source="post: 8797116" data-attributes="member: 18"><p>I get what you're saying but it's irrelevant to the issue, which isn't about what the book says, it's about what the math in the edition says.</p><p></p><p>What you seem to be ignoring, and I think I've been fairly clear about it, is that the guidelines and "dials" and so on are sufficient to <em>change</em> the experience in broad terms, but the experience is still <em>marred</em> because it was designed for a specific setting, and the dials and guidelines cannot negate that in this particular game. It's not true of all games.</p><p></p><p>This is like a videogame which was designed to play absolutely great on "many encounters, easy combat", but most people want to play it on "fewer encounters, harder combat", and whilst the game will let you set it that way, it just doesn't play as well when it's set that way.</p><p></p><p>They haven't got it wrong for 6-8. That's the thing. They've (seemingly accidentally) got it right for 6-8.</p><p></p><p>They've got it wrong for 3-4 of a harder CR, let alone lower numbers and harder still. The entire public playtest of 5E, the game worked on a 3-4/harder basis (at least as stated by WotC). At the last minute, they seemed to realize the math didn't quite work for this, and instead of changing the math, they changed the default recommendation. What they should have done is changed the math/abilities/etc.</p><p></p><p>With 1D&D, they still have a chance to at least partially fix that. Changing how healing spells work would be pretty good for it, for example. Making it so monsters in the 1D&D MM have fewer HP, and potentially errata'ing MMotM to drop the HP of those monsters too would also help. Preventing any classes from being reliant heavily on Short Rests would be very good - we haven't had a chance to see anything with that, because no Short Rest-reliant classes or subclasses have been shown (the main ones are Monk, Warlock and Fighter).</p><p></p><p>Even if they only do some of that it would be very helpful to correcting the math issue. Honestly even if they just made it so no-one relied on Short Rests and changed healing spells that'd probably be enough to make it hard to tell it wasn't intended (though the slightly-too-many-HP thing does kind of drain some of the interest from 5E).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8797116, member: 18"] I get what you're saying but it's irrelevant to the issue, which isn't about what the book says, it's about what the math in the edition says. What you seem to be ignoring, and I think I've been fairly clear about it, is that the guidelines and "dials" and so on are sufficient to [I]change[/I] the experience in broad terms, but the experience is still [I]marred[/I] because it was designed for a specific setting, and the dials and guidelines cannot negate that in this particular game. It's not true of all games. This is like a videogame which was designed to play absolutely great on "many encounters, easy combat", but most people want to play it on "fewer encounters, harder combat", and whilst the game will let you set it that way, it just doesn't play as well when it's set that way. They haven't got it wrong for 6-8. That's the thing. They've (seemingly accidentally) got it right for 6-8. They've got it wrong for 3-4 of a harder CR, let alone lower numbers and harder still. The entire public playtest of 5E, the game worked on a 3-4/harder basis (at least as stated by WotC). At the last minute, they seemed to realize the math didn't quite work for this, and instead of changing the math, they changed the default recommendation. What they should have done is changed the math/abilities/etc. With 1D&D, they still have a chance to at least partially fix that. Changing how healing spells work would be pretty good for it, for example. Making it so monsters in the 1D&D MM have fewer HP, and potentially errata'ing MMotM to drop the HP of those monsters too would also help. Preventing any classes from being reliant heavily on Short Rests would be very good - we haven't had a chance to see anything with that, because no Short Rest-reliant classes or subclasses have been shown (the main ones are Monk, Warlock and Fighter). Even if they only do some of that it would be very helpful to correcting the math issue. Honestly even if they just made it so no-one relied on Short Rests and changed healing spells that'd probably be enough to make it hard to tell it wasn't intended (though the slightly-too-many-HP thing does kind of drain some of the interest from 5E). [/QUOTE]
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