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D&D 5E What direction should 5th edition take?

Garthanos

Arcadian Knight
I just love the rose colored glasses that makes people think they can smash things which had built in negatives into a new context and those negatives will magically go away.

Ultimate Versatile High Option class over shadows low option low versatility class -- wow I cant imaging that happening at all.
Long term duration effects (without long term investment) = begging for easily gained excessive synergies nah never happen.

Its really like saying please break it pretty please.
 
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invokethehojo

First Post
I just love the rose colored glasses that makes people think they can smash things which had built in negatives into a new context and those negatives will magically go away.

Ultimate Versatile High Option class over shadows low option low versatility class -- wow I cant imaging that happening at all.
Long term duration effects (without long term investment) = begging for easily gained excessive synergies nah never happen.

Its really like saying please break it pretty please.

Whey does almost every post you put up have to begin by saying someone else's post is stupid, then you share your ideas? Why not just leave the "holier than thou" attitude at the door and simply share your ideas?
 

Prestidigitalis

First Post
This is a good thread -- I'm glad it didn't get shut down.

On "sameness": So far, I have played Cleric a lot, and Fighter, Wizard and Barbarian a little. I just don't see the sameness -- the tactical considerations are completely different in each case. Where I *do* see sameness is in that each encounter my Cleric has been in seems a lot like her previous encounters, in spite of the new powers she has gained by leveling up.

On healing surges: I don't really see the problem with surges. What fun, imaginative thing(s) are the players prevented from doing because of the surge mechanism?
 

KarinsDad

Adventurer
Someone mentioned just doing away with the limit on healing surges. That won't work. The problem is that the vast majority of encounters can be overcome without using dailies. Sure, you may use an AP, but those are reasonably renewable and while they are VERY useful you can certainly get by on one every other encounter. If you just get rid of HS then every encounter which isn't highly dangerous is just a joke. The players will simply bull their way through it and build their characters with a high number of healing powers so they can be sure of getting through pretty much every combat with SOME hit points. Take a short rest, get your HP back, heck you can take on LIMITLESS numbers of easy to moderate encounters and still be at top power.

So there MUST be a way besides dailies to cut into the party's resources. Very low level characters aside (where pretty much every combat is dangerous) this has to exist. It could be recast from the current HS system as I've suggested earlier in this thread, or by other similar means, but it has to exist.

Must?

Actually, nothing you stated here as a problem is a problem.

If the PCs are going through easy to moderate encounters with healing surges, the same applies. If you keep healing surges then every encounter which isn't highly dangerous is just a joke until the last easy to moderate of the day where Dailies will be pulled out. The only significant difference is that they go through 4 or 5 encounters, run out of healing surges, and rest up for the day.

No difference.

Removing healing surges means that the PCs could go through these types of encounters many more times. 20 relatively easy to moderate encounters per day instead of 4 or 5.

What is so desirable about limiting a day to 4 or 5 encounters?

The problem with magic in ALL previous editions of D&D was twofold. First of all there were far too many "plot buster" powers, and they were available at much too low a level. The game would have been vastly improved had these sorts of powers at the very least been higher level. And I mean stuff as basic as Charm Person. Imagine what someone who could do that in the real world could do? It should be something accessible only to a very powerful character because used AT ALL competently it is a very powerful ability. Instead of dropping plot busters all over the low level spell lists in earlier editions and then giving wizards/M.U.s/whatever a tiny number of daily-only powers they should have given them more powers that were a lot less plot busting at low level. Basically this is what 4e did.

What one person calls plot busting, a different person calls creativity. The PCs are heroes. They should have magical ways to be heroic. Slogging through every swamp and every encounter without being smart and sometimes cutting to the chase is boring. As a player, I play the game to come up with innovative ways to solve in game problems. I don't play the game to slowly crawl through every encounter that the DM thought was cool.

DMs who create worlds where the players have to work every single niggling detail should take a step back and figure out why their players play the game.

The second issue was the "logic of magic" which inevitably says that magic is something beyond what can be accomplished in the real world, and thus just by the very fact that it is magic it takes on too high a degree of versatility. Again, part of the answer is to limit that versatility. The most basic means of doing so is to make the effects of magic transitory. Again, this is what 4e did.

Magic should be above and beyond.

Otherwise, it would be called mundane. This Eberron concept that everyone can do magic, hence, it is just a form of science is BS. IMO.

I play for the fantasy of the game. Not the mundane of the game.

I want the PCs to have cool magical miscellaneous options, not just a dozen different types of guns they can fire which the 4E "most powers are attack powers and most attack powers revolve around hit point damage" does.

I enjoyed the pre-3E days when a Gnome Illusionist could cast Darkness 2 feet off the ground and then duck down a little and see all of the 6' tall foes where the foes could not see him back (at least if the DM was not using metagaming knowledge).

That was interesting. Casting damaging spell after damaging spell after damaging spell. A lot less interesting.

ALWAYS I see the people criticizing the 4e handling of magic just discounting rituals without actually discussing them. "Oh, my players just don't bother with that. Its too expensive." That isn't a valid criticism. Just because players are ignoring a part of the rules that would give them what they wanted if they just paid attention to it is not the fault of the game system. Its either the player's own fault or somehow they're being discouraged from using all their abilities.

I'm in a dungeon killing things. I don't have time for a 10 minute ritual to unlock a door. I cannot cast Floating Disc to load up the unconscious Fighter, mostly cause the Fighter is either dead or conscious and is never unconscious for long, but also because I cannot cast it in combat.

Many of the cool non-damaging miscellaneous spells which could be cast in combat previously are now lengthy rituals that cost money.

This is a terrible design flaw.

Nothing wrong with having rituals. But there is a serious problem if the rituals stand in the way of good play.
 

KarinsDad

Adventurer
But this ignores just how bloody difficult it WAS to create even a scroll (and this also assumes that a wizard actually has Fly. Remember how well, random spell acquisition could be for non-specialist mages? I think also that was one of the balancing issues in pre 3e. You weren't assured of being able to know pretty much all spells and thus be able to combine spells into an aggregate bigger than their parts and YES, we did play with the rule that for generalists, you got to choose _1_ spell at every spell level in 2e. Every other spell had to be captured from an enemy's spellbook)

Actually, I just looked up those rules last night in the 2E DMG and creating scrolls was pretty easy. Plus, Mages could research spells if they wanted, even spells that were already in the PHB.

3E came out almost a decade ago. I think you might be misremembering, either that or your 2E DM was a lot more strict than the core rules.

As for FLY in 4e, total distance covered by a wizard is 4000 feet, which is roughly 3/4 of a mile/1.2 kilometers.

That beats down those other options seriously in terms of flexibility (length of over 10 football fields)

Err, no.

How often will the Wizard fly 4000 feet away from the party? Almost never.

Yes, he has the option. But the point is that the Sorcerer will use the lower level power over a hundred times (10 encounters per level * 14 levels) before the Wizard uses his power once, and many of those times, an ally of the Sorcerer will also get to fly.

Even over 30 levels, the number of fly rounds by the Sorcerer will crush the number of fly rounds of the Wizard.

Yup, the Fly spell does give the Wizard a big fly once a day for half of his levels. That's minor in the large scheme of things. He will also most likely be using his Fly most days in combat as opposed to out of combat where his number of rounds of flight per day is pretty close to equal to that of the Sorcerer. Sure, the Wizard can fly for an entire encounter at level 16, but for the other 3 or more encounters that day, the Sorcerer can fly and the Wizard cannot.

The Sorcerer has a lot more utility because the Sorcerer will use the power in over a hundred different situations where the Wizard sits there and twiddles his thumbs.
 

keterys

First Post
Yes, he has the option. But the point is that the Sorcerer will use the lower level power over a hundred times (10 encounters per level * 14 levels) before the Wizard uses his power once, and many of those times, an ally of the Sorcerer will also get to fly.

That's silly. The wizard will also Shield himself _infinitely_ more than the sorcerer. How relevant is it?

Further, the sorc power takes a standard action. The wizard can Jump his allies through all kinds of hoops _without losing his standard actions_.

Have you played a character with this power? You're likely not to use it more than once every 3 encounters! It's too costly or just not very valuable in the rest.

Just make some lower level fly powers for the wizard if you truly care. Don't try to compare apples and oranges and expect it to endear anyone to your point of view.

The Sorcerer has a lot more utility because the Sorcerer will use the power in over a hundred different situations where the Wizard sits there and twiddles his thumbs.
I bet if you polled Sorc players whether they'd want the flight power (Sirocco something, right?) or Shield, you'd be a bit surprised.
 

KarinsDad

Adventurer
Where I *do* see sameness is in that each encounter my Cleric has been in seems a lot like her previous encounters, in spite of the new powers she has gained by leveling up.

This is a big issue. I throw the same At Wills and the same Encounters powers over and over and over and over again. zzzzzzzz

Sometimes, I throw the same Daily power.

This doesn't bother some people. It bothers some others, like myself, a lot. In fact, I DM now because playing got so repetitive.

You cannot use a ritual (or a scroll) in combat to break it up.

In 3E/3.5, only low level was like this. In 1E/2E, it depended on the DM and how many spells the Mage or Cleric or other spell caster acquired.

Granted, a player can retrain powers, but that sort of defeats the idea of the PC. In fact, I dislike retraining as a player because it drops continuity. Yesterday I could do this, but today I cannot.

On healing surges: I don't really see the problem with surges. What fun, imaginative thing(s) are the players prevented from doing because of the surge mechanism?

In our game, it has been a matter of:

Player 1: "Ok, I'm out of healing surges. Let's rest."
Player 2: "Rest??? I haven't used any of my dailies yet and I still have half of my healing surges. I don't want to rest."


We even had a scenario where the Paladin had to hang back (actually was not even in the chamber, but above the chamber out of melee range where we came in) and throw javelins because he was half damaged without any healing surges going into the climatic final battle. None of the other players wanted to stop because here was the BBEG and we wanted to kick his butt now. If we stopped for an extended rest, he might get away or might get reinforcements.

Here we were fighting a Demon, something the Paladin's player would have loved to engage close up in melee, and the PC had a side role at best because he would have definitely gone down without any way to heal him.
 

LostSoul

Adventurer
What is so desirable about limiting a day to 4 or 5 encounters?

It opens up space for more strategic play.

This is a big issue. I throw the same At Wills and the same Encounters powers over and over and over and over again. zzzzzzzz

Sometimes, I throw the same Daily power.

This doesn't bother some people. It bothers some others, like myself, a lot. In fact, I DM now because playing got so repetitive.

What kind of options in combat are you looking for?
 

billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
I can think of a few things that I would like to see as an alternative to the 4e way of doing things.

I like martial encounter powers. Tricks you can pull once on an opponent before they're wise to it. But I dislike the idea of martial dailies. Conceptually, I think they exist in a no-man's land between established trick and tiring perfect move. I'd rather continue on with characters having a stable of tricks to pull but with each of these encounter power tricks having a "daily" version built in that does extra, level-based damage. Then I'd have each character have a pool of daily uses they can burn on any encounter power they have. Maybe they use one of their daily uses to get the daily level effect of Blinding Barrage in one fight, maybe their pull it again in another fight and, because it's a particularly tough fight, pull off a daily level Bait and Switch. Then, having burned off all of their daily uses, they no longer have the energy to do it again until they get an extended rest.

I would also strip particular fighting style powers away from being wedded to classes. Want a fighter who fights like a swashbuckler without having to take the rogue class? Great. Take the fighter class with his class skills and take the Light Weapon/Fencing tree of martial exploits. Want to use a great axe but also be a great hunter (with hunter's quarry)? Take the ranger class with a Heavy Weapon/Cleaver tree of martial exploits.
 

Turtlejay

First Post
So my problem (once again), is that the things being discussed in this thread are irrelevant.

If 5e comes out and it is identical to 4e, but the wizard casts fly at 2nd level and rituals are now all free to cast and take 1 round, will you be impressed? Motivated to buy all their products again?

All the stuff coming up here is too *small*. You all use something for an example, and then it gets fixated on.

I think that as far as changes go, your overall point is valid, it would be nice to have a wizard that felt like gandalf, but i am not sure that is going to happen.

Did anyone here ever play Saga edition? Did you happen to play with a Jedi in your group? How long before you just started phoning it in? Or jumping in front of blaster bolts so you could roll up a Jedi, too?

If you make one class that much more . . .versatile, impressive, and powerful, then anyone who is *not* playing that class has to struggle just to get some spotlight time.

I'd like there to be some pizzaz to the wizard, but only if they sauce up the rest of the classes, too. I don't play Saga anymore for a reason.

Jay
 

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