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4e players, why do you want 5e?
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<blockquote data-quote="slobster" data-source="post: 5922131" data-attributes="member: 6693711"><p>Streamline combat. Fiddly conditions and repeated interrupts take too much time, as does chipping away at large hp numbers for even inconsequential enemies. (minions notwithstanding. I love minions.)</p><p></p><p>Remove feat taxes! In general make feats more interesting and less based on throwing more math onto your character sheet.</p><p></p><p>Fewer abilities. High level characters got way too many powers to chose from, and it used up yet more time and complexity.</p><p></p><p>More opportunity for creativity. Technically 4E had a pretty good chassis for improvisation in play, but practically speaking I rarely saw people attempt things that weren't coded into a power. People have written pretty well why a defined set of options tends to result in this sort of retreat into the character sheet.</p><p></p><p>Get rid of +x weapons and armor, except maybe for +1 or +2. +6 weapons ruin the math of the game unless you adjust enemy stats to compensate, and once you adjust enemy stats in reaction you A) make it necessary for PCs to get access to certain magical items at certain levels and B) get rid of the reason you wanted that + to hit in the first place.</p><p></p><p>Support more "old school" feel, optionally. Not every one of my games is going to be a gritty old-school dungeon crawl, but I should be able to run one if I want to.</p><p></p><p>Have different character class types represented differently mechanically, to reinforce that they are different in the fiction of the world. Vancian, at-will, mana, cooldown, and more should have a place at the table.</p><p></p><p>If I think of more stuff, maybe I'll come back and post it. Remember, this is from someone who does like 4E quite well. There is also a lot of good that I want them to learn from 4E, but this isn't the thread for that.</p></blockquote><p></p>
[QUOTE="slobster, post: 5922131, member: 6693711"] Streamline combat. Fiddly conditions and repeated interrupts take too much time, as does chipping away at large hp numbers for even inconsequential enemies. (minions notwithstanding. I love minions.) Remove feat taxes! In general make feats more interesting and less based on throwing more math onto your character sheet. Fewer abilities. High level characters got way too many powers to chose from, and it used up yet more time and complexity. More opportunity for creativity. Technically 4E had a pretty good chassis for improvisation in play, but practically speaking I rarely saw people attempt things that weren't coded into a power. People have written pretty well why a defined set of options tends to result in this sort of retreat into the character sheet. Get rid of +x weapons and armor, except maybe for +1 or +2. +6 weapons ruin the math of the game unless you adjust enemy stats to compensate, and once you adjust enemy stats in reaction you A) make it necessary for PCs to get access to certain magical items at certain levels and B) get rid of the reason you wanted that + to hit in the first place. Support more "old school" feel, optionally. Not every one of my games is going to be a gritty old-school dungeon crawl, but I should be able to run one if I want to. Have different character class types represented differently mechanically, to reinforce that they are different in the fiction of the world. Vancian, at-will, mana, cooldown, and more should have a place at the table. If I think of more stuff, maybe I'll come back and post it. Remember, this is from someone who does like 4E quite well. There is also a lot of good that I want them to learn from 4E, but this isn't the thread for that. [/QUOTE]
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4e players, why do you want 5e?
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