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4e Healing was the best D&D healing
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<blockquote data-quote="Neonchameleon" data-source="post: 8044641" data-attributes="member: 87792"><p>Possibly it's that I played both GURPS and WFRP before I ever touched D&D - but to me (as to Gygax according to many quotes from the man himself) D&D has <em>always</em> put the G in unassailable first position. D&D was what you went to when you wanted a gamist system and not to have to worry about the communion wine giving you the galloping trots.</p><p></p><p>4e was to me comfortably the best D&D because it allowed me far more roleplaying - by designing things such as my character's movement and combat style almost from their idle animations upwards. Their two "at will" attacks are the foundation of how they move and fight and what makes them different from other people of the same class. Are they focused on controlling space or are they focused on damage to one target at the exclusion of everything else? What are their signature moves? What have they embedded into their muscle memory? The character creation and roleplaying in combat were the best as were the gamist elements. And the out of combat handling of wacky PC plans that weren't wholly based on spells was the best.</p><p></p><p>In other D&Ds I do not play martial types (the closest is a 5e shadow monk) because I spend all my time in combat walking forwards and mashing A to try to deplete the enemy's health bar with minimal tactics and long combats; I don't find the brainless barbarian fun for more than about two sessions. And spell slots are incredibly gamey, with "Vancian Casting" in the D&D (as opposed to Vance context) reminding me nothing more than OOTS-style worldbuilding where you start with the mechanics. 5e has at least some of the flavour 4e added to the game.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8044641, member: 87792"] Possibly it's that I played both GURPS and WFRP before I ever touched D&D - but to me (as to Gygax according to many quotes from the man himself) D&D has [I]always[/I] put the G in unassailable first position. D&D was what you went to when you wanted a gamist system and not to have to worry about the communion wine giving you the galloping trots. 4e was to me comfortably the best D&D because it allowed me far more roleplaying - by designing things such as my character's movement and combat style almost from their idle animations upwards. Their two "at will" attacks are the foundation of how they move and fight and what makes them different from other people of the same class. Are they focused on controlling space or are they focused on damage to one target at the exclusion of everything else? What are their signature moves? What have they embedded into their muscle memory? The character creation and roleplaying in combat were the best as were the gamist elements. And the out of combat handling of wacky PC plans that weren't wholly based on spells was the best. In other D&Ds I do not play martial types (the closest is a 5e shadow monk) because I spend all my time in combat walking forwards and mashing A to try to deplete the enemy's health bar with minimal tactics and long combats; I don't find the brainless barbarian fun for more than about two sessions. And spell slots are incredibly gamey, with "Vancian Casting" in the D&D (as opposed to Vance context) reminding me nothing more than OOTS-style worldbuilding where you start with the mechanics. 5e has at least some of the flavour 4e added to the game. [/QUOTE]
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