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15 Petty Reasons I Won't Buy 5e
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<blockquote data-quote="EzekielRaiden" data-source="post: 9275384" data-attributes="member: 6790260"><p>As usual, "an X that makes people happy" is a terrible design goal. Designing something with nothing more specific than "make people happy" leads to MANY problems--because chasing happiness almost never tells you anything about <em>why</em> things work, doesn't let you develop working theory for what else might work, and will guaranteed run aground on anything that is contentious.</p><p></p><p>Which, would you look at that, the cornucopia of 5e provides a demonstration of that as well: <em>Psionics</em>, the playtest that will never release, because there are at least three fundamentally different perspectives on psionics, each one has every reason to demand that they get everything they want with zero concessions to anyone else, and they exclusively group up if (say) group A is "winning," so B and C team up to ensure A can't pass.</p><p></p><p></p><p>Well. For given definitions of "worked." Others have noted ways in which 5e benefitted rather enormously from good luck (while 4e suffered some of the worst possible luck it ever could have had, for contrast). Good luck is NOT the only reason 5e is popular. But don't conflate "people play it" with "it must be good."</p><p></p><p></p><p>I remain convinced that the existing Fighter chassis is fundamentally incompatible with an actual Warlord adaptation, because it has too much personal damage and tenacity/self-sustain. That, effectively, the Battle Master subclass is to the hypothetical 5e Warlord what the Eldritch Knight is to the actual 5e Wizard: a Fighter moonlighting, <em>dabbling</em> in something vaguely Warlord-like if you squint.</p><p></p><p>Of course, the abandonment of the Healing Surge concept, where there was a legitimate logistic pressure on the group because <em>no amount of magic can heal you if you're just drained</em>, had probably already doomed any attempt at making a real Warlord. Hit Dice are simply too weak to keep a party going (doubly so because you only get half of them back from a long rest, not all of them!), and even an actual 5e Warlord that hooked into them would be incredibly difficult to balance correctly--too little and having a Warlord is pointless, too much and the Warlord is OP and makes their party unkillable.</p><p></p><p>(Well, that and the ardent hatred of a certain subset of fans, who believe allowing anyone ever to enjoy an actual martial healer is an offense to God and man. The continual refrain of non-option alternatives like "mitigation" and "THP" and such pretty well shows how such folks fail to understand what is actually desirable about the Warlord being a genuine healer.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9275384, member: 6790260"] As usual, "an X that makes people happy" is a terrible design goal. Designing something with nothing more specific than "make people happy" leads to MANY problems--because chasing happiness almost never tells you anything about [I]why[/I] things work, doesn't let you develop working theory for what else might work, and will guaranteed run aground on anything that is contentious. Which, would you look at that, the cornucopia of 5e provides a demonstration of that as well: [I]Psionics[/I], the playtest that will never release, because there are at least three fundamentally different perspectives on psionics, each one has every reason to demand that they get everything they want with zero concessions to anyone else, and they exclusively group up if (say) group A is "winning," so B and C team up to ensure A can't pass. Well. For given definitions of "worked." Others have noted ways in which 5e benefitted rather enormously from good luck (while 4e suffered some of the worst possible luck it ever could have had, for contrast). Good luck is NOT the only reason 5e is popular. But don't conflate "people play it" with "it must be good." I remain convinced that the existing Fighter chassis is fundamentally incompatible with an actual Warlord adaptation, because it has too much personal damage and tenacity/self-sustain. That, effectively, the Battle Master subclass is to the hypothetical 5e Warlord what the Eldritch Knight is to the actual 5e Wizard: a Fighter moonlighting, [I]dabbling[/I] in something vaguely Warlord-like if you squint. Of course, the abandonment of the Healing Surge concept, where there was a legitimate logistic pressure on the group because [I]no amount of magic can heal you if you're just drained[/I], had probably already doomed any attempt at making a real Warlord. Hit Dice are simply too weak to keep a party going (doubly so because you only get half of them back from a long rest, not all of them!), and even an actual 5e Warlord that hooked into them would be incredibly difficult to balance correctly--too little and having a Warlord is pointless, too much and the Warlord is OP and makes their party unkillable. (Well, that and the ardent hatred of a certain subset of fans, who believe allowing anyone ever to enjoy an actual martial healer is an offense to God and man. The continual refrain of non-option alternatives like "mitigation" and "THP" and such pretty well shows how such folks fail to understand what is actually desirable about the Warlord being a genuine healer.) [/QUOTE]
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