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4e design in 5.5e ?
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<blockquote data-quote="Ovinomancer" data-source="post: 8412753" data-attributes="member: 16814"><p>No, they're not aligned with your goals. This doesn't mean they are misplaced. Part of the problem with D&D editions is that people don't bother to try to learn how the new edition works and is intended to play because they already know how to play D&D. This leads to dissatisfaction, both because there's a misalignment between design and table goals, but also because there's an incomplete understanding of what the problem is and so changes to address it are often poor patches and don't work as well as they could. I see lots of this on these boards, especially involving adventure pacing. 5e does a very poor job even pointing out that the game is built on an expected pacing and an even worse job at explaining that pacing, which leads to a host of attempts to fix it by addressing rests, which are a downstream issue from the problem and seem to only partially work (or require toggling on and off). On the other hand, 4e is extremely clear about all of this, and you can easily understand how a change can affect things. Only play on pacing 1-2 combats a day? Halve or reduce to 1/3 available healing surges and you'll see the pacing results, because you've halved/thirded the expected encounters a day.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8412753, member: 16814"] No, they're not aligned with your goals. This doesn't mean they are misplaced. Part of the problem with D&D editions is that people don't bother to try to learn how the new edition works and is intended to play because they already know how to play D&D. This leads to dissatisfaction, both because there's a misalignment between design and table goals, but also because there's an incomplete understanding of what the problem is and so changes to address it are often poor patches and don't work as well as they could. I see lots of this on these boards, especially involving adventure pacing. 5e does a very poor job even pointing out that the game is built on an expected pacing and an even worse job at explaining that pacing, which leads to a host of attempts to fix it by addressing rests, which are a downstream issue from the problem and seem to only partially work (or require toggling on and off). On the other hand, 4e is extremely clear about all of this, and you can easily understand how a change can affect things. Only play on pacing 1-2 combats a day? Halve or reduce to 1/3 available healing surges and you'll see the pacing results, because you've halved/thirded the expected encounters a day. [/QUOTE]
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