D&D 4E 4e players who converted to 5th edition

tide of iron, and sly flourish are the two I hear lamented the most from the kids, Commander strike and wolf pack tactics by my older players

Tide of Iron is Shield Master feat & free shove each attack. Sly Flourish is just more damage so meh, kinda built in to being a rogue. Cunning action does a lot of work for capturing 3e/4e roguish mobility which is a feature of a lot of their powers.

I do miss my rogues status effect powers. He could daze people, blind them, knock them unconscious & knock them out of the air. He could also launch a hail of daggers or arrows at a cluster of enemies. I had a chef mini & refluffed to used different cooking implements etc for each attack

For all the "do what you like" attitude espoused by 5e stalwarts I would be surprised if I got away with any of those as stunts. (The rogue I had does sort of work as a fighter in 5e)


Commander's Strike is there but very unsatisfactory for recapturing the 4e Warlord - or any inspiring/tactically coordinating low level leader really which is a shame as it is a Real World archeptype if it's not a fictional one so much one.

The Warlord's ability to let allies move around & generally make them more effective is very much missing I do hope they come back as they were a high point of 4e.

Still having fun though...


Back on topic my friend Mark started with 4e & say 5e does not inspire him to want to play - it seems lacking in some way though I have not interrogated him as to exactly how. He does run stacks of encounters/expeditions though & seems to enjoy that.
 

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Most of those I get but sly flourish. Really? Are we talking about the same sly flourish here?
Didn't they just give you Cha to damage? The awesome power of 2-3 more damage each round. Useful but super boring.

Which is Duelist style in 5e! +2 damage every attack. But..for the rogue in 5e he gets Cunning Action instead. I think cunning action is much better.
 

GMforPowergamers said:
the problem is a 6, and 8 year old an hour into there first 5e game BOTH figured out with no message boards that fighters, rogues, and warlords(now a subclass) got a lot less options, and some how wizards and clerics and warlocsk got more... and that disappointed them.

Yeah, it's true, there's less options. I believe this is intentional, vital even to what 5e accomplishes, but if what you're looking for in a D&D experience is MAXIMUM OPTION, 4e is absolutely a better choice. And I think it's better than 3e with that choice, since your 3e options can be all over the map in terms of efficacy.

Which is something to keep in mind when going from 4e to 5e. Your rule-supported options will be more limited.
 

Yeah, it's true, there's less options. I believe this is intentional, vital even to what 5e accomplishes, but if what you're looking for in a D&D experience is MAXIMUM OPTION, 4e is absolutely a better choice. And I think it's better than 3e with that choice, since your 3e options can be all over the map in terms of efficacy.

Which is something to keep in mind when going from 4e to 5e. Your rule-supported options will be more limited.

yea, I get that... in fact I joked with one of my longer running players (adult...well in age) that 5e is what pathfinder should have been, a much more balanced and fair 3.5... or 3.75 I guess. It plays much better with options like warlock, it has a paired down warlord as a build for fighter, and it fixes ALOT of spell casting BS...

I really was just show caseing what the kids have said.

To spot light this Joey watched us play 3.5 maybe once or twice when he was very young, and both of them played the adventure game (castile raven loft, wraith of Ashardalon,) then started playing with the 4e stuff only a few years ago...
 

For the record, my epic 4e game has the party leading a growing army of around 1,000 and conquering the world, and I've worked out a pretty easy and intuitive system for it using modified swarm rules (each unit of approximately 100 counts as a swarm). So far it's going swimmingly.
So... your self-made swarm system for sizable shoot-outs is simple and sufficiently satisfying?
 

So with a lot of reading experience (and little play experience) of 3e/3.5 and the majority of my play experience being in 4e here's what I'm enjoying about 5th...

Combat resolution - I cannot stress this enough. I have a large play group (5-6) and 4e combat was painfully long for us to reconcile. With all the different status that were available/applicable it made DM'ing more like reminding the players what modifiers were currently in play. Add to it the number of tactical options (while not in itself a bad thing - keep in mind the number of players that we have at the table) and a large group combat would easily take 2+ hours to resolve. This eventually led to our mutual dissolution of the game altogether in favor of something else... and along came 5e.

Options (or the lack thereof) - Although this pertains to 3e/3.5 I feel it necessary to include. Toward the end of 3.5 the amount of options and add-ons that a player had at their disposal was overwhelming, and as a DM it was too difficult to try and forecast the implications of allowing a certain prestige class or combination in the game. 5e seems to have streamlined a lot of that (although that could be an effect more of the age of the editions rather than by design).

There you have it...my take on 5e so far.
 

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