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General Tabletop Discussion
*Dungeons & Dragons
The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Rhenny" data-source="post: 5960032" data-attributes="member: 18333"><p>As mentioned above, I think that 5e can be successful if it gives groups the ability to pick and choose the feel/experience they each want. Personally, I'd like a game that relies heavily on a loose core, has magic that can defy reality, and at times have full blown tactical combats ala 4e style.</p><p></p><p>I adopted 4e and had lots of fun with it for about 2 years (monthly online games), but since combats took so long, most of our sessions were overbalanced on combat, or if we explored and roleplayed, we were unable to get to do combat. I started to yearn for quicker, more story driven games, with an occasional longer combat. It was hard to do with 4e because shorter combats seemed too trivial for the players. At times, I actually wanted to find more ways (either through use of spells like spells from 1e, 2e and 3e, or through smart play) to short circuit combats so that they could end more quickly or be avoided entirely. Unfortunately, it felt as if the only way I could challenge the players was to pit them against a slew of challenging opponents in strange terrain. I felt that each encounter I had to "one up" to keep the stakes and tension growing.</p><p></p><p>I need a 5e, and if it feels like D&D, and we can roleplay, explore and combat (in equal amounts), and combat moves fast enough to sustain the narrative not break the narrative, and each player can have tons of choices when building and developing his or her character, I'll be extremely happy.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 5960032, member: 18333"] As mentioned above, I think that 5e can be successful if it gives groups the ability to pick and choose the feel/experience they each want. Personally, I'd like a game that relies heavily on a loose core, has magic that can defy reality, and at times have full blown tactical combats ala 4e style. I adopted 4e and had lots of fun with it for about 2 years (monthly online games), but since combats took so long, most of our sessions were overbalanced on combat, or if we explored and roleplayed, we were unable to get to do combat. I started to yearn for quicker, more story driven games, with an occasional longer combat. It was hard to do with 4e because shorter combats seemed too trivial for the players. At times, I actually wanted to find more ways (either through use of spells like spells from 1e, 2e and 3e, or through smart play) to short circuit combats so that they could end more quickly or be avoided entirely. Unfortunately, it felt as if the only way I could challenge the players was to pit them against a slew of challenging opponents in strange terrain. I felt that each encounter I had to "one up" to keep the stakes and tension growing. I need a 5e, and if it feels like D&D, and we can roleplay, explore and combat (in equal amounts), and combat moves fast enough to sustain the narrative not break the narrative, and each player can have tons of choices when building and developing his or her character, I'll be extremely happy. [/QUOTE]
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The Door, Player Expectations, and why 5e can't unify the fanbase.
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