The Crimson Binome
Hero
It's useful if you stick to that one way of describing hit point damage. It's less useful when you're fighting sharks.I still just call it "bloodied". There aren't any in-game effects, but it's a handy term.
It's useful if you stick to that one way of describing hit point damage. It's less useful when you're fighting sharks.I still just call it "bloodied". There aren't any in-game effects, but it's a handy term.
It's useful if you stick to that one way of describing hit point damage. It's less useful when you're fighting sharks.
They didn't need the player base to 'forget' 4e, they just needed them to get out of the habit of telling outright lies about the latest edition.They didn't need us to *forget* 4e. They needed to show the player base that they had learned from the worst of 4e's mistakes, and that playing a 5e character could feel somewhat different from playing a deck of Magic cards.
Y'know, there /was/ stuff in the PH lifted directly from 4e. It wasn't very important stuff, but it did happen here & there.There is a difference between publishing some written-during-4e material as a splatbook, as an optional supplement to the core rules of 5e, and publishing that material directly in the 5e PHB
I guess it depends by what you mean by '4e style play.' If you mean the way h4ters mischaracterized play in a clearer/more consistent, better-balanced RPG as a 'style' comparable to a board game or MMO, yeah, it would be cruel to force that on anyone, and 5e does give you the option of going there, sorta.5e supports the option of 4e-style play. That's a fine thing. *Requiring* 4e-style play would have been a mistake.
Ironically, the only good, internally-consistent, rationalization I ever heard around here for hps /not/ working the way they did in 4e (and to an extent 5e) was the 'quickening' model.If you ever run a campaign based on the sequel movies to "Highlander", run it in 4e.
It's useful if you stick to that one way of describing hit point damage. It's less useful when you're fighting sharks.
sorcerers with a spell point system was in 2e as well.
A classic D&D caster's spell load out is (i) a compilation of game moves that is (ii) compiled from a larger pool of game moves subject to certain constraints with (iii) the goal of optimising the moves across a range of circumstances not fully knowable in advance.
I think less so than in classic D&D because the constraints are more relaxed (the combo of cantrips, and Arcana Unearthed-style slot use).In 5E, many classes have that dynamic, to varying extents and on varying scales
That's not really my experience. I find that PC build in 4e is more like choosing to be a light cleric or an oath paladin or whatever - you are choosing some mechanical stuff that you think (i) will be fun, and (ii) will express your PC in the way that you want.In 4E, to the best of my understanding, if you like RP and exploration and rolling dice and defeating foes, but you don't enjoy (i) a compilation of game moves that is (ii) compiled from a larger pool of game moves subject to certain constraints with (iii) the goal of optimising the moves across a range of circumstances not fully knowable in advance, then you are hosed. If you're not playing that way, then you're not carrying your weight in the party.
I can only assume that WotC thought that there were many players like my group, who want a crunchier/more tactical play experience than a game like HeroQuest is going to deliver (half of us are ex-Rolemaster, after all) but who also were looking for a much less simulationist approach to world design, scenario design, scene framing, and action resolution.
So it's not just that they agreed with Ron Edwards, but also that they thought that the players who would flock to a narrativist-leaning game would be drawn from the ranks of those who love Runequest, Rolemaster and collectable card games.
And OK, when I put it that way, it looks like a pretty implausible hypothesis from the start!