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General Tabletop Discussion
D&D Older Editions
4e players, why do you want 5e?
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<blockquote data-quote="mlund" data-source="post: 5922165" data-attributes="member: 50304"><p>Frankly, while I welcomed the balance, the uniformity that came with it was undesirable. The great leaps the Essentials line introduced later on were a very welcome change.</p><p></p><p></p><p></p><p>It was completely different and yet the same all at once. It lacked the nostalgia of the annoying quirks of badly designed legacy "features" but it also lacked the aggravation at the same time.</p><p></p><p></p><p></p><p>A lot of boring die-rolling in 4E to create the illusion of danger if you ask me. Meanwhile point-click player death was something OD&D and AD&D and 2nd Ed and even 3rd Ed just relied on the DM to use the kid-gloves to keep the game moving. A ruthless "killer dungeon" was a nice motif to have, but I really like the ground 5E is staking out on this front. "Killer Dungeon" and "Save or Die" can totally be ramped up using modularity.</p><p></p><p></p><p></p><p>Just easier guidelines for a faster DM experience, which is appreciated. On the other hand, expected item bonuses from equipment was just as lame as having to same up massive cash reserves for the "Big 6" items in 3E.</p><p></p><p></p><p></p><p>Actually, nothing in 4E forced or instructed the DM have to include a Battle Ax in the treasure instead of a crossbow. It was just one of those unwritten "don't be that guy" rules.</p><p> </p><p></p><p></p><p>As far as I can see, 5E does all that too - and possibly better. That's conceptual evolution right there. It's also has the potential to stick to the 4E elegant encounter design, and that's a huge plus.</p><p></p><p></p><p></p><p>Frankly, I could play and run 4E w/ Essentials indefinitely at this point, but I like to keep my eyes open for the next iteration of things. I'm most attracted by the ideas of modular complexity (non prior version of D&D does modularity well) and the ability to play a functional game off-grid (4E can't) along with the polishing of some 3E and 4E ideas that were too rough around the edges (daily spells, at-will powers, healing surges). I'm also a big fan of flatter math and less +X gear overload than the 3E/4E explosions gave us.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5922165, member: 50304"] Frankly, while I welcomed the balance, the uniformity that came with it was undesirable. The great leaps the Essentials line introduced later on were a very welcome change. It was completely different and yet the same all at once. It lacked the nostalgia of the annoying quirks of badly designed legacy "features" but it also lacked the aggravation at the same time. A lot of boring die-rolling in 4E to create the illusion of danger if you ask me. Meanwhile point-click player death was something OD&D and AD&D and 2nd Ed and even 3rd Ed just relied on the DM to use the kid-gloves to keep the game moving. A ruthless "killer dungeon" was a nice motif to have, but I really like the ground 5E is staking out on this front. "Killer Dungeon" and "Save or Die" can totally be ramped up using modularity. Just easier guidelines for a faster DM experience, which is appreciated. On the other hand, expected item bonuses from equipment was just as lame as having to same up massive cash reserves for the "Big 6" items in 3E. Actually, nothing in 4E forced or instructed the DM have to include a Battle Ax in the treasure instead of a crossbow. It was just one of those unwritten "don't be that guy" rules. As far as I can see, 5E does all that too - and possibly better. That's conceptual evolution right there. It's also has the potential to stick to the 4E elegant encounter design, and that's a huge plus. Frankly, I could play and run 4E w/ Essentials indefinitely at this point, but I like to keep my eyes open for the next iteration of things. I'm most attracted by the ideas of modular complexity (non prior version of D&D does modularity well) and the ability to play a functional game off-grid (4E can't) along with the polishing of some 3E and 4E ideas that were too rough around the edges (daily spells, at-will powers, healing surges). I'm also a big fan of flatter math and less +X gear overload than the 3E/4E explosions gave us. - Marty Lund [/QUOTE]
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