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4e design in 5.5e ?
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<blockquote data-quote="darjr" data-source="post: 8414322" data-attributes="member: 52905"><p>How about what from 4e is there in 5e that you really like and appreciate? In that way I hope to highlight how things from 4e have successfully been in 5e as a guide to future things. maybe this deserves it's own thread?</p><p></p><p>some of mine are.</p><p></p><p>Advantage. Something that was a bit player in 4e as a central design of 5e has been great in my book.</p><p></p><p>Resting, long and short and the recovery. I didn't like long rests at first, and still think short rests need tinkering. However I have come to embrace both of them as fairly amazing. I do think they are immersion breaking, or can be, but in a game with rules there are times where it just has to happen. And in 5e's case I think these work with minimal immersion breaking.</p><p></p><p>The idea of lowering monster HP and increasing their damage as a tactic to liven up play. This isn't an actual rule in 4e but a lesson learned and implemented by MM3. And I think in 5e it's still VERY useful in both designing encounters and on the fly during running them. I'm not sure I would have ever had it codefied so explicitly if it weren't for 4e's adoption of the idea by MM3.</p><p></p><p>Monster powers. I've missed those. I have my issues with them and love spells in monsters, but are they a great tool. edit: I guess this one isn't fully baked in yet. Ope.</p><p></p><p>Monster mobility. Move your monsters around. Take those OP's. 4e tought me that you should move your monsters. In 5e many DM's do not for fear of the OP's from players. I say commit to taking OP's on your monsters. Move them around.</p><p></p><p>I'll enter more as I think of them.</p></blockquote><p></p>
[QUOTE="darjr, post: 8414322, member: 52905"] How about what from 4e is there in 5e that you really like and appreciate? In that way I hope to highlight how things from 4e have successfully been in 5e as a guide to future things. maybe this deserves it's own thread? some of mine are. Advantage. Something that was a bit player in 4e as a central design of 5e has been great in my book. Resting, long and short and the recovery. I didn't like long rests at first, and still think short rests need tinkering. However I have come to embrace both of them as fairly amazing. I do think they are immersion breaking, or can be, but in a game with rules there are times where it just has to happen. And in 5e's case I think these work with minimal immersion breaking. The idea of lowering monster HP and increasing their damage as a tactic to liven up play. This isn't an actual rule in 4e but a lesson learned and implemented by MM3. And I think in 5e it's still VERY useful in both designing encounters and on the fly during running them. I'm not sure I would have ever had it codefied so explicitly if it weren't for 4e's adoption of the idea by MM3. Monster powers. I've missed those. I have my issues with them and love spells in monsters, but are they a great tool. edit: I guess this one isn't fully baked in yet. Ope. Monster mobility. Move your monsters around. Take those OP's. 4e tought me that you should move your monsters. In 5e many DM's do not for fear of the OP's from players. I say commit to taking OP's on your monsters. Move them around. I'll enter more as I think of them. [/QUOTE]
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