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4e players, why do you want 5e?
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<blockquote data-quote="NewJeffCT" data-source="post: 5922232" data-attributes="member: 10784"><p>I've disliked the reliance on magic items since the advent of 3E. I've been playing D&D since the late 70s and have always felt that magic items should be a special bonus - the icing on the cake. Not something you get because you have an open arm slot or foot slot. (When I started playing 4E, I didn't know enough about the rules to know about inherent bonuses)</p><p></p><p>I liked that 3E and 3.5E made a lot of rules from 1E and 2E more consistent. However, as it got into higher levels, it became a real bear in terms of my prep time as a DM - it was almost like a second full-time job for me, as I was putting 20-40 hours between sessions in trying to prepare interesting, challenging and unique encounters for my large group. (OK, I was a bit anal about trying to plan for every eventuality - I filled out every skill, feat, magic item, spell, etc for each bad guy like it was a PC I was running, only evil.)</p><p></p><p>So, I made the switch to 4E and love that it's a lot easier on the DM to prepare encounters. I'm now spending 20-40 minutes between sessions building encounters, so have a lot of time to develop NPCs and story. </p><p></p><p> I liked that healing surges got rid of the 15 minute adventuring day that was so prevalent in prior editions - however, the overall mechanic just didn't feel right to me and I can't quite put my finger on it. My groups always used a good amount of in-combat healing in prior editions, both when I was a player and when I was a DM, so it wasn't the in combat healing.</p><p></p><p>Plus, magic items in 4E seem bland & flavorless.</p><p></p><p>What I want to see is:</p><p>1) A continuation of the PC ability to adventure for longer than until the wizard's best spell is gone and the cleric's best healing spells are used.</p><p>2) A return to the old 9 alignment system.</p><p>3) The default system being where magic items are a bonus, not a requirement. It's easier to add magic to a lower magic system than it is to take magic out of a high magic system, IMHO.</p><p>4) Some low level magic items can be generic, but everything beyond a certain point should have a certain uniqueness to it.</p><p>5) Something for fighters beyond swinging & hitting. I liked the fighters and other classes had "powers" in 4E, but I think they should have not tried to make them equivalent to divine & arcane magic and called them martial powers. Maybe trimmed them down a bit and called them something different depending on if you're a finesse fighter, a sword & board fighter or a great weapon fighter.</p><p></p><p>I'm sure I will think of some more ideas later tonight & tomorrow.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5922232, member: 10784"] I've disliked the reliance on magic items since the advent of 3E. I've been playing D&D since the late 70s and have always felt that magic items should be a special bonus - the icing on the cake. Not something you get because you have an open arm slot or foot slot. (When I started playing 4E, I didn't know enough about the rules to know about inherent bonuses) I liked that 3E and 3.5E made a lot of rules from 1E and 2E more consistent. However, as it got into higher levels, it became a real bear in terms of my prep time as a DM - it was almost like a second full-time job for me, as I was putting 20-40 hours between sessions in trying to prepare interesting, challenging and unique encounters for my large group. (OK, I was a bit anal about trying to plan for every eventuality - I filled out every skill, feat, magic item, spell, etc for each bad guy like it was a PC I was running, only evil.) So, I made the switch to 4E and love that it's a lot easier on the DM to prepare encounters. I'm now spending 20-40 minutes between sessions building encounters, so have a lot of time to develop NPCs and story. I liked that healing surges got rid of the 15 minute adventuring day that was so prevalent in prior editions - however, the overall mechanic just didn't feel right to me and I can't quite put my finger on it. My groups always used a good amount of in-combat healing in prior editions, both when I was a player and when I was a DM, so it wasn't the in combat healing. Plus, magic items in 4E seem bland & flavorless. What I want to see is: 1) A continuation of the PC ability to adventure for longer than until the wizard's best spell is gone and the cleric's best healing spells are used. 2) A return to the old 9 alignment system. 3) The default system being where magic items are a bonus, not a requirement. It's easier to add magic to a lower magic system than it is to take magic out of a high magic system, IMHO. 4) Some low level magic items can be generic, but everything beyond a certain point should have a certain uniqueness to it. 5) Something for fighters beyond swinging & hitting. I liked the fighters and other classes had "powers" in 4E, but I think they should have not tried to make them equivalent to divine & arcane magic and called them martial powers. Maybe trimmed them down a bit and called them something different depending on if you're a finesse fighter, a sword & board fighter or a great weapon fighter. I'm sure I will think of some more ideas later tonight & tomorrow. [/QUOTE]
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