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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Neonchameleon" data-source="post: 6007721" data-attributes="member: 87792"><p>Not the only one. The other problems include that forgetting spells makes wizards have swiss cheese for memories, and that All Magic Is Vancian (pre-3e) or faintly drifted Vancian (3e before Warlock, ToM, and ToB Swordsages) lards the game with unwanted flavour in a way At Will/Signature Move/Limit Break/Utility doesn't.</p><p> </p><p></p><p> </p><p>It means that they are trying to have exactly the same result every time. Rather than the player also taking advantage of changing opportunities. Playing a pre-4e fighter is simply something I find a disassociative snoozefest (and I don't want to inflict my idea of how to play a 3.X or PF caster on a poor unfortunate DM).</p><p> </p><p></p><p> </p><p>Depends what type of game I'm playing. If gritty, yes - but I wouldn't be using D&D at all for grit (I have both GURPS and three editions of WFRP on my shelves). If action movie/swashbuckling, not so much.</p><p> </p><p></p><p> </p><p>How do you define "so long"? Because I seldom run fights over the 5 round mark. At third level, most modern PCs have three encounter powers (the third being for a theme) - and <em>all</em> my PCs have very distinctive at wills.</p><p> </p><p></p><p> </p><p>I'm no fan of the mopping up phase taking too long in any game.</p><p> </p><p></p><p> </p><p>8 classes. And about 16 builds plus more customisability than any AD&D class that wasn't a caster. Oh wait. You could pick only a few weapons in 2e - I suppose that counted?</p><p> </p><p></p><p> </p><p>It's got some - and things like the rogue tricks are better than they look.</p><p> </p><p></p><p> </p><p>Indeed it does. What it's especially good at is evocative options that are simple in play (the elementalist sorceror <em>works</em> and even the mechanics befuddled can keep up with an elementalist or a slayer).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6007721, member: 87792"] Not the only one. The other problems include that forgetting spells makes wizards have swiss cheese for memories, and that All Magic Is Vancian (pre-3e) or faintly drifted Vancian (3e before Warlock, ToM, and ToB Swordsages) lards the game with unwanted flavour in a way At Will/Signature Move/Limit Break/Utility doesn't. It means that they are trying to have exactly the same result every time. Rather than the player also taking advantage of changing opportunities. Playing a pre-4e fighter is simply something I find a disassociative snoozefest (and I don't want to inflict my idea of how to play a 3.X or PF caster on a poor unfortunate DM). Depends what type of game I'm playing. If gritty, yes - but I wouldn't be using D&D at all for grit (I have both GURPS and three editions of WFRP on my shelves). If action movie/swashbuckling, not so much. How do you define "so long"? Because I seldom run fights over the 5 round mark. At third level, most modern PCs have three encounter powers (the third being for a theme) - and [I]all[/I] my PCs have very distinctive at wills. I'm no fan of the mopping up phase taking too long in any game. 8 classes. And about 16 builds plus more customisability than any AD&D class that wasn't a caster. Oh wait. You could pick only a few weapons in 2e - I suppose that counted? It's got some - and things like the rogue tricks are better than they look. Indeed it does. What it's especially good at is evocative options that are simple in play (the elementalist sorceror [I]works[/I] and even the mechanics befuddled can keep up with an elementalist or a slayer). [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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