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D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


[MENTION=42582]pemerton[/MENTION] , if you get the opportunity, take a look at the post above where I captured the opening parts of a social action scene in DW. I'd be curious to hear your commentary on it regarding your thoughts on the play procedures and clarity of GMing and their relationship to illusionism. I know you haven't formally run the system (I highly recommend that you give it shot with your group...I think you might enjoy it....I'd also recommend it to [MENTION=6668292]JamesonCourage[/MENTION] as I suspect it might be more up his alley than 4e), so if you have any questions on procedures/GMing that need answering before you comment fully, I can certainly do so.
 

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JamesonCourage

Adventurer
I think you might enjoy it....I'd also recommend it to [MENTION=6668292]JamesonCourage[/MENTION] as I suspect it might be more up his alley than 4e)
I have no interest in running DW, since it's still very far from my preferred style for fantasy games. I only started running my 4e game because my then-roommates were both jealous that I was part of a gaming group, and the last game they had played was 4e, so they wanted me to start one up for them. My preference would've been running two campaigns with my fantasy RPG (or now, I think I would enjoy trying a long term superhero campaign with my 4-page RPG, which did draw inspiration from DW's moves).

Thanks for pointing out what you think I might like, though. I appreciate it. But in all honesty, 4e is definitely not my fantasy game of choice (not that I'd go back to 3.X, either), and DW really isn't either. They both have some good stuff, but overall I just lean too hard towards Sim on the GDS scale. Thanks again, though :)
 

That's interesting. There was a long-running "low level wizards suck" thread (it may still be active) but it seems you haven't had the same experience.

I am guessing that the fighter probably doesn't have quite as much "stuff" on the character sheet as your wizard does.

Your "it is just much more on the DM" was a nice lead into @LostSoul's post, but having written out something about that it's quite long, so I'll make a separate post.

Well, and see my post about dragon slaying (granted this was a very corner-case situation where the DM handed us a HUGELY powerful tool without realizing it) where making it work was very much a wizard-game. I don't believe 5e fighters, etc are 'underpowered', they seem potent, but greatly lacking in 'plot power', much as they were in AD&D and 3.x. If you can close with it or perhaps shoot arrows at it, then a problem is well-served by a fighter. Otherwise the fighter AT BEST can deploy the same mundane solution as a caster could. There are perhaps corner cases where the solution is "eat a bunch of damage and still be able to do X" but that's not a really super common type of plan.

4e at least mitigated this kind of thing with some fairly fantastical powers, and the ability to take things like skill powers, martial practices, or even rituals and/or alchemy. In 5e rituals are reserved for casters and actually make their spell casting even MORE flexible. I admit, MOST 4e wizards were probably carrying more plot power than most 4e fighters, especially in heroic tier, but it was far less clear cut, and fighter encounter/daily powers definitely at least lent them the ability to really reshape a combat in mid-turn in a significant way, which is harder, IME, in 5e.

The other part of that is that with 'rulings not rules' you get a LOT more slippery magic. While magic COULD be open-ended in 4e, the open-ended part of it was more accessible to everyone. In 5e it is much more like AD&D where magic is just entirely the purview of the casters and there are 1001 uses for almost any spell. There were 20 different ways that the DM in our game the other day could have scotched my dragon-killing tactic for instance, but she chose to allow it.
 

pemerton

Legend
On this one I think I would have done one of a few things depending on (a) how front and center this Lolth/QoC backstory aspect of the campaign was and (b) its impact on coming mechanical resolution.

<snip>

I would have treated the first part differently (as I outlined above)
The first bit was tricky. The reason for using checks is to ration the information across the players (PCs) to enable a degree of intra-party dynamics (if the players want to) based on who knows what.

The reasons for doing it differently are the ones that you give.

On the free-action attack thing, now that you point it out I remember the errata - perhaps the overwhelming chaos permeating the collapsing Demonweb caused a glitch in the natural laws of the world.

Or perhaps we have an implicit errata to the errata, that it doesn't apply to dailies (like the errata to the wizard expanded spell feat - we allowed the feat to apply to damage-only dailies like fireball).

On DungeonWorld - it's an interesting system, but for the moment I am going with Burning Wheel. We're five sessions in, and as 4e winds up I'm wanting to transition over if the group will come.
 

Sadras

Legend
They never looked very hard, did they? I always found the WoW comparisons to be ridiculous, like comparing cruise ships to freight trains. Yeah, they're both entertainment, they both deal with fantasy, beyond that there's just nothing much in common between them. Even if some element is present in both the context is so hugely different its irrelevant. MMOs aren't even really role-playing games except in the most superficial sense. There's no plot or narrative, nothing even faintly like it. Its like saying Cruise Ships are just trains because they both have diesel engines. Besides WoW got pretty much all its ideas from D&D to start with. 4e didn't need to 'amalgamate' anything.

Fair enough this is your position on the matter, but there were also 4e players that agreed with the sentiment that 4e had WoW/video-gamey qualities.
http://dreadgazebo.net/4e-plays-like-a-video-game/
But to each their own.

I guess you forgot what thread you're posting in? Scroll to the top of the page dude and refresh your memory!

Considering that my post largely dealt with how much of 4e exists within 5e, your above quote doesn't make much sense.

In the long run? Everything either changes or dies. Its just that simple.

So your prediction on 5e would be that it didn't change enough so will die quicker than 4e? You're ready to make that statement now?

Fractured once more?

Yes.

Who exactly fractured it the first time, WotC or all the people who couldn't bare to see anything change?

In my humble opinion, WotC. Please note, I'm not saying that a lot of great ideas were not explored with the design of 4e, I'm only speaking to a large fracture being created within our community on the levels that the previous editions never created.

ticking with 4e or releasing some sort of updated version of 4e wouldn't have 'fractured' anything AGAIN. If half the community decided to stay behind they did the fracturing, and creating a 5e that pretty much dumped on 4e player's desires was of course not fracturing anything, or was it?

I believe the attempt with 5e was to heal the fracture. Sadly you do not see it that way. Also your suggestion seems to have them compete with Rob Heinsoo's 4e baby 13th Age by sticking to the 4e way and as far as I can see based on posters on Enworld that many were not happy with the simplitic attitude of Essentials. I think revision/consolidation of ideas was very much needed.

So your argument here can be summarized as "you're just bitching, man up and rewrite 5e to work how you want it to, if you can homebrew it then there's no issue. And that wasn't an answer for people who didn't like some things in 4e why?

From my perspective 4e was not as flexible as any of the other editions, it was a closed system. The DDI character builder was horrible in terms of customization, IMO.

I do think that WotC had a poor understanding of the strong points of 4e and their monster design was in service of an agenda that wasn't quite in sync with that.

What agenda are you referring to here?

As for Orcus, 5e doesn't even attempt to have a real epic tier in the same way that 4e did, nor am I particularly convinced that its 'name' monsters are yet tested. I certainly haven't hear anyone talking about fighting Orcus in 5e and what happened.

True, in 5e there is no epic play in the same style of 4e - however 4e did not seem to include a great many styles of play, hence the reason for the fractured community. Which game is more inclusive, one which excludes one epic style of play or one which excludes a great many styles of play.

No Orcus, but Tiamat is available.

Pinch me! lol. Honestly I'm not convinced this was even one of the good points of 4e myself...

The point being that a 4e mechanic has been included within 5e.

Hmmmmm, last night my group of level 4 characters 'slew' a dragon (the Green Dragon from Phandelver, though we finished that module quite a while ago). The entire scheme was cooked up by and depended ENTIRELY on the use of the Alarm spell. The rest of the characters played their parts, but at no time did any of them even exercise a class ability. Now, this is a BIT of an extreme case, but the wizard is definitely boss-man in our party, and the other characters aren't poorly set up. He just has a MUCH greater flexibility of options for all situations. I'd say its less balanced than 4e, though even there wizards played cleverly were pretty good.

There are mixed reports on survivability regarding Venomfang. I prefer that. As for the Wizard being balanced with the rest of the characters - he has always been more flexible in every edition - as for greatest damage dealer, I'm not convinced on that.

5e supports 'grid play' the same way older editions did, you can just kinda do it but its not actually leveraged in any effective way. Etc.

Yeah I see this, but I'm not convinced. IMO, 5e improved grid play by removing all the grindy-4e mechanisms (conditions and reactions).

The benefit, IMHO, of the combat roles BEING EXPLICIT, was that it greatly improved class design.

Another view point being it made it samey and bland. You push two squares, he pulls two squares, he slides away two squares and he affects two squares.

You hold his hand, he holds your hand, you hold your hands together and on a miss you grasp each others hand.

Its a tombstone because it represents the retreat from any notion of innovation. 4e innovated on 3.5, 5e retrenched, adding very little and regressing in most respects. It is a signpost that says "this is as far as we're willing to go with this, no further."

I think its more a consolidation of ideas over the last 4 editions. Does it lack a couple of aspects from previous editions that we might like, sure - but it caters to more styles across the board. 4e was innovative, but it felt like a pushy selfish edition - stating "this is the way you MUST play"
Personally the signpost of 5e is more along the lines of "this is some of the better and more popular ideas of D&D over the course of its life, some variants are included for the different playstyles, do with the system what you will"

Honestly, what where the variant options available in 4e? Off the top of my head I can only think of the Inherent System and Page 42, I'm sure there were more but I cannot recall them right now.
 
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[SNIP...]
This fiction, and the GMing motivations that were driving the rulings that enabled it (ie I'll read the rules in the way that permits the players to use their resources to achieve the dramatic outcome they are pushing for), was clear to everyone at the table. It didn't feel to me like there were any illusions.

I'm interested in any thoughts around techniques, agendas, illusionism,"rulings not rules", etc.

I think this just illustrates that 4e is in no way shape or form immune from being at the behest of the DM's agenda. One thing it DOES do is help shape that agenda in a productive way with 'always say yes' and strong structure around appropriate DCs and a mostly pretty transparent rules structure.

I'd just finally like to observe that its hard for me to imagine the likes of either [MENTION=6668292]JamesonCourage[/MENTION]'s or [MENTION=6775031]Saelorn[/MENTION]'s versions of objectified DMing holding here. Epic level play is particularly laden with narrative considerations and mechanically open-ended and complex interactions in ANY system that allows for genuinely "we're just a few steps below the gods" sort of play. IMHO no lists of modifiers or DM pre-determination of the rules of the road is going to get much closer to nailing things down than 4e already has. At this limit you just have to rely on some sort of adjudication of how things work and what mechanics to use and how to use them. Maybe in Jameson's case it is the players doing that instead of the DM, I don't know, but how do you then leave the DM in charge of narrative?
 

Could you give an example... outside of stealth as to what you are talking about? I'd be especially curious in what "issues" surround the tool proficiencies...

The simplest example is Musical Instrument proficiency (a type of tool proficiency) vs Perform. Which one applies? This same thing can happen with ANY tool proficiency, if it is used in the context of a skill, do you get some additional bonus, do you use which one? Why does Musical Instrument even EXIST? Thieves are in a very weird situation as there are several classic thief 'skills' that simply don't exist in 5e. Its an open question, can you pick a lock with a lockpick (thieves tools) if you aren't proficient, or not even try? There are just a ton of holes like this which never existed in 4e's skill system. Its just kinda pretty confusing.

Then there are other things, like skills which don't have any clear mapping to any action at all, like most famously 'Investigation'. If I'm investigating then what am I doing? Aren't I questioning people, looking at evidence, perhaps doing some sort of research, maybe observing or tailing someone, etc. Each and every one of these is covered by another existing skill, and there's no clear reason to imagine that when the PC goes to do those things they won't be invoking a check in that particular skill. If Investigation covers all this then when is it that I'm 'Investigating' and thus able to subsume all these things into that skill vs all the other skills they would normally fall under? I mean, I can kinda see it as "familiarity with police procedure" if you wish, but then its really more like "Law Enforcement", or it could be just limited to research, but then isn't it covered by the requisite knowledge skill (and again the same questions arise vis-a-vis THOSE skills). It just wasn't thought out very well IMHO.

Again, contrast this with the 4e system where it is very agenda-driven and its quite clear what skill you use in a given situation. There are very few corner cases and which skills a character has generally speaks to his MO and personality more than anything else. In fact Investigation makes MORE sense in 4e than it does in 5e, though it still seems pretty murky either way. While I don't think 5e's skill system is objectively 'terrible' its most certainly NOT any sort of improvement over 4e's, quite the contrary.
 

Thanks again, though :)

You bet!

The first bit was tricky. The reason for using checks is to ration the information across the players (PCs) to enable a degree of intra-party dynamics (if the players want to) based on who knows what.

That makes sense.

On the free-action attack thing, now that you point it out I remember the errata - perhaps the overwhelming chaos permeating the collapsing Demonweb caused a glitch in the natural laws of the world.

Or perhaps we have an implicit errata to the errata, that it doesn't apply to dailies (like the errata to the wizard expanded spell feat - we allowed the feat to apply to damage-only dailies like fireball).

House rule or indifference to the errata because it is a daily is fair enough. The change was basically done to prevent sort of daisy-chaining trigger-driven, (primarily) at-will resources, turning them into something (utter game-changers) they weren't intended to be. The situation you have above (unless he had a build stocked with limited-use resources that guaranteed crits) is an outlier that wouldn't come up very often.
 

Imaro

Legend
The simplest example is Musical Instrument proficiency (a type of tool proficiency) vs Perform. Which one applies? This same thing can happen with ANY tool proficiency, if it is used in the context of a skill, do you get some additional bonus, do you use which one? Why does Musical Instrument even EXIST? Thieves are in a very weird situation as there are several classic thief 'skills' that simply don't exist in 5e. Its an open question, can you pick a lock with a lockpick (thieves tools) if you aren't proficient, or not even try? There are just a ton of holes like this which never existed in 4e's skill system. Its just kinda pretty confusing.

Okay but performance (This is what I'm assuming you are talking about since there is no actual Perform skill) states the following description in the PHB...

Your Charisma(Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment...

This seems to be a more broad skill set than proficiency with one instrument... thus it exists to represent your proficiency with a single instrument. As to which one applies...If he's playing the instrument he's proficient in...it's whichever one the PC wants... However in any other circumstance, including a different instrument or any other type of performance, it's the performance proficiency... it doesn't seem that hard or confusing to me since prof. bonuses don't stack in 5e... is there a situation here I'm not accounting for?

As for your question on thieve's skills... again I'm not understanding the ambiguity... Thieve's tools in the PHB clearly state...

"Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."

So it seems pretty clear what this does... and yes you can try without proficiency in the tools otherwise it would state that you couldn't... but you do not get to add your prof bonus to the check... again, what is the ambiguity? And what are the traditional thief abilities that are not covered in 5e?


Then there are other things, like skills which don't have any clear mapping to any action at all, like most famously 'Investigation'. If I'm investigating then what am I doing? Aren't I questioning people, looking at evidence, perhaps doing some sort of research, maybe observing or tailing someone, etc. Each and every one of these is covered by another existing skill, and there's no clear reason to imagine that when the PC goes to do those things they won't be invoking a check in that particular skill. If Investigation covers all this then when is it that I'm 'Investigating' and thus able to subsume all these things into that skill vs all the other skills they would normally fall under? I mean, I can kinda see it as "familiarity with police procedure" if you wish, but then its really more like "Law Enforcement", or it could be just limited to research, but then isn't it covered by the requisite knowledge skill (and again the same questions arise vis-a-vis THOSE skills). It just wasn't thought out very well IMHO.

Oh, I agree with you about the mapping of the Investigation skill, it is a broad based skill... in the same way that Arcana in 4e doesn't map to a specific action... or Perception in 4e and 5e account for numerous ways of noticing things... but again I'm unclear on what the actual issue is. Investigation is broadly defined as noticing clues and making deductions. IMO it's an insight skill for situations or physical objects as opposed to being for people...

When do I use it? When there are clues from which information could be deduced... though I think most players will let you know when they want to use it...


Again, contrast this with the 4e system where it is very agenda-driven and its quite clear what skill you use in a given situation. There are very few corner cases and which skills a character has generally speaks to his MO and personality more than anything else. In fact Investigation makes MORE sense in 4e than it does in 5e, though it still seems pretty murky either way. While I don't think 5e's skill system is objectively 'terrible' its most certainly NOT any sort of improvement over 4e's, quite the contrary.


Is it quite clear?? What skill do I use in 4e to deceive someone?

How about the question you posed earlier...if I wanted to disable a trap... do I need tools... do they just give me a +2 or can I just use the Thievery skill without them?
 
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Fair enough this is your position on the matter, but there were also 4e players that agreed with the sentiment that 4e had WoW/video-gamey qualities.
http://dreadgazebo.net/4e-plays-like-a-video-game/
But to each their own.
Yeah, there's no need to war about it. The whole line of reasoning just always smacked of "I don't have anything concrete to say, but I want to diss this game" TBH. 4e certainly is COGNIZANT of MMORPG game play, I just don't think it really makes sense to say that ANY TTRPG is very much like an MMORPG, they are entirely different genre of thing and even if you ported a mechanical concept from one to the other it is generally in service of a very different master.

Considering that my post largely dealt with how much of 4e exists within 5e, your above quote doesn't make much sense.
Sure it does, you stated that 4e didn't do anything original, on a page that contains a VERY LARGE LIST of 4e's signature features, all of which are fairly original, and if you read the thread people have added dozens, maybe hundreds, more. So your comments about what part of 4e is in 5e are not even relevant to this comment AFAICT.

So your prediction on 5e would be that it didn't change enough so will die quicker than 4e? You're ready to make that statement now?
No, my prediction is that D&D will become very much less relevant going forward. It may remain more popular than most other games, but it won't innovate and it will fall further and further out of step with RPGs in general. This is actually pretty similar to what happened to AD&D when TSR failed to innovate with 2e. Then they got stuck, the game became MUCH less popular and turned into something of a backwater in terms of game design. It lost contact with the leading edge of the hobby by the late 90's it was a moribund 10 year old game. TSR subsequently went bust. Failure to innovate clearly had something to do with that, as the subsequent huge upsurge in 3e's popularity amply demonstrated. So perhaps we do have something to look forward to, in 10 years Hasbro will spin off D&D and someone else will start the cycle anew.

Yes.

In my humble opinion, WotC. Please note, I'm not saying that a lot of great ideas were not explored with the design of 4e, I'm only speaking to a large fracture being created within our community on the levels that the previous editions never created.
I don't think it makes sense to 'blame' anyone. WotC made a large number of mistakes, only some of which might have been game-design related. I think its clearly possible to do D&D better than 4e, but I don't agree with people who say it was this or that feature of 4e which was 'bad' and created problems. 4e incorporated necessary innovations to deal with the issues of 3e, which were IMHO rampant and quite large.

I believe the attempt with 5e was to heal the fracture. Sadly you do not see it that way. Also your suggestion seems to have them compete with Rob Heinsoo's 4e baby 13th Age by sticking to the 4e way and as far as I can see based on posters on Enworld that many were not happy with the simplitic attitude of Essentials. I think revision/consolidation of ideas was very much needed.
I think if WotC's people in charge of D&D had been enthusiastic about 4e and 'grokked' 4e's strengths then they could have gotten a huge amount more mileage out of the system. Designing a new edition was premature and had they had someone in charge who really got 4e and was comfortable with it then better things could have been done than Essentials. OTOH I don't have a big issue with Essentials, I just thought it wasn't the fixing what needed fixing, which was terrible adventure design basically.

From my perspective 4e was not as flexible as any of the other editions, it was a closed system. The DDI character builder was horrible in terms of customization, IMO.
Yet you can read on this or other threads here by 4e GMs how incredibly flexible things could easily be. You can read Chris Perkins writeups of his Iomandra campaign too, which was pretty friggin cool to put it mildly. 4e is a customization powerhouse at several levels, you simply have to get out of the mindset of thinking everything is cast in stone or that narrative isn't the real driving force of RPGs.

What agenda are you referring to here?
WotC constantly attempted to cast everything in terms of AD&D-esque adventures with very static design. While some of them might have had decision points of a sort they ALMOST all lacked really dynamic situations and didn't climb very high up on the action-adventure scale. They were basically dungeon crawls to a large extent. They never understood that the beating heart of a good 4e game is highly dynamic situations. Many 4e monsters, especially some of the MM1 monsters but even some in MM3 and MV, are very suited to knock-down-drag-out fights, or force encounters into that mold.

True, in 5e there is no epic play in the same style of 4e - however 4e did not seem to include a great many styles of play, hence the reason for the fractured community. Which game is more inclusive, one which excludes one epic style of play or one which excludes a great many styles of play.
I don't see where 3e or 2e really supported a wider variety of styles of play than 4e did. You may not have bothered to TRY different things, but that's not to say they weren't possible or that the game didn't do them well. Certainly there isn't total overlap, we can agree on that, and I've said as much.

No Orcus, but Tiamat is available.
And there are many quite solid and fun 4e solos as well, even epic ones. Lolth for instance is pretty interesting, though I suspect that her bare statblock really doesn't do her (or any capstone boss) justice on its own. You really need context with that sort of monster. Again, I think the problem you see with something like Orcus is that the designers simply didn't see where the strengths of 4e really were right off.

The point being that a 4e mechanic has been included within 5e.
Sure, in some small fashion you can say that bits of 4e float around in 5e like bits of yesterday's hobbit float around in a jelly cube. It ain't getting up and tap dancing...

There are mixed reports on survivability regarding Venomfang. I prefer that. As for the Wizard being balanced with the rest of the characters - he has always been more flexible in every edition - as for greatest damage dealer, I'm not convinced on that.
No, I think the battlemaster in our game is the highest damage dealer. The wizard is usually the lynch pin though. Sometimes he manages to deal LOTS of damage, but often its more like with the owlbears where he was able to pin one away from the party with a CoD, putting it in a nasty catch-22 vs our archery, and T-Wave the other one back out of contact with the party long enough that one of the fighters could jump in and the cleric was able to buff him and keep things going our way. The funny thing is said fighter is an EK and his next action was to unleash a spell of his own.

Yeah I see this, but I'm not convinced. IMO, 5e improved grid play by removing all the grindy-4e mechanisms (conditions and reactions).
It made AoEs much harder to adjudicate, created a very weird 'Conga Line' effect that plagues grid combat, and added some complications of its own like the weird insistence on having 2 different ways that spell attacks work.

Now, I'm all in favor of some things that 5e DID do, and I don't claim it 'did nothing', but it isn't particularly innovative. I think 4e's tactically fiddly power/action/duration juxtaposition isn't a great implementation either. The removal of the Minor Action, I like. The, sadly only partial, conversion of situational modifiers to advantage/disadvantage, I like. Most of the other things 5e did, not a fan of them. "4.5e" or whatever you wish to call it could have done all of that without sacrificing the other innovations of 4e. That game deserved to be made, and 13th Age isn't it, not even close IMHO.

Another view point being it made it samey and bland. You push two squares, he pulls two squares, he slides away two squares and he affects two squares.

You hold his hand, he holds your hand, you hold your hands together and on a miss you grasp each others hand.
Yeah, I'm not going to relitigate how little IMO the people who say these things just don't get what happens in 4e or just how incredibly diverse the characters actually are. I've never seen 2 characters in 4e with the same shtick, never. Just because their 'thing' is composed of similar elements does NOT make the end results very similar.

I think its more a consolidation of ideas over the last 4 editions. Does it lack a couple of aspects from previous editions that we might like, sure - but it caters to more styles across the board. 4e was innovative, but it felt like a pushy selfish edition - stating "this is the way you MUST play"
Yeah, I just don't see where 4e's agenda is any stronger than the agenda of 2e. Have you READ 2e? I mean really actually sat down and read the core books, not just skimmed a bit of it and assumed it was 1e with THAC0?

And as for 3.x, its not utterly in service of a very strong simulationist agenda and play style? Really? It doesn't with very great reliability lead to a certain sort of super-casters and their sidekicks kind of game with a lot of meta-gaming and 'gimmick' play?

Personally the signpost of 5e is more along the lines of "this is some of the better and more popular ideas of D&D over the course of its life, some variants are included for the different playstyles, do with the system what you will"
Honestly, I don't FAULT 5e for being a game that caters mostly to certain styles of play, this is part and parcel of RPGs. There are a couple issues though. First is the issue of the massive snow job (or fit of wishful thinking) that happened in the process of releasing 5e. The 'promised' modularity was transparently impossible from the start (at least within the context of a game that is conventional D&D for the most part). I posted about this 2 YEARS before the game was released, and many other people did too.

And no, the rather mild one-paragraph here and there variant rules don't really address many styles of play. They may address some, but you can't do with 5e, regardless of which variant rules you use, what I was doing with 4e, it just isn't possible without significant fundamental changes. I never thought it would be, but I constantly hear this refrain that I need to 'be happy' because I can 'just use some of the rules variants'. Sorry, it doesn't work for me.

Honestly, what where the variant options available in 4e? Off the top of my head I can only think of the Inherent System and Page 42, I'm sure there were more but I cannot recall them right now.

4e has relatively few real 'variant rules', though the DMGs both mention a number of things that could be changed. Mostly these are in terms of basic 'how the game is run' types of things. Stuff like XP, healing and resting, treasure and magic, etc. AFAIK the only real player-side variant rule was Inherent Bonus. I don't think that's a huge black mark on 4e though, AFAIK only 2e (and to a bit lesser extent 5e) really include any significant number of variant rules in core books. 1e certainly didn't, but when you go back to 70's-era stuff its hard to tell, you weren't really expected to play 'by the book'.

Page 42 BTW isn't a 'variant rule', its a core part of 4e. I see no sign that it was intended to be optional or a lesser part of the game.
 

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