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4e players, why do you want 5e?
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<blockquote data-quote="Truename" data-source="post: 5923397" data-attributes="member: 78255"><p>I'm pretty happy with 4e--my group just hit 17th level and we're planning on playing WotBS 4e all the way to the end of 30th level. I've found the combination of house rules I like, and I've particularly figured out how to play minor combats without the battle grid, which has helped a lot.</p><p></p><p>That said, there's some aspects of 4e that really bug me, and D&D.next already looks to be addressing:</p><p></p><p>* Verisimilitude. Everything in 4e is precisely specified using game rule jargon, which makes it really hard for my players to narrate their actions. This is a particular problem for high-level non-magical powers. It's not actually a problem for the <em>tactical combat game</em>, but it is a problem for the <em>role-playing game</em>, and I want to play both at the same time.</p><p></p><p>D&D.next's emphasis on prose descriptions and minimum jargon looks really great from this perspective.</p><p></p><p>* Exploration. 4e's use of the heavy-weight "encounter" as the primary building block of the game has some real strengths, but it's had some negative consequences. The biggest is that exploration feels tacked on in comparison. In particular, locations don't really feel like they live and breathe, and it's easy to get locked into a feeling of progressing from set piece to set piece. D&D.n seems to tackle this head on, from what I've seen of the playtest adventure.</p><p></p><p>* Fiddly bits. 4e combat throws around a lot of fiddly bonuses and durations, even moreso at high levels, and they can't really be house-ruled out. D&D.n <em>might</em> be addressing this. On the other hand, this sort of complexity is part of what makes 4e's tactical combat game so awesome. I'll take fiddly bits over boring combat any day.</p></blockquote><p></p>
[QUOTE="Truename, post: 5923397, member: 78255"] I'm pretty happy with 4e--my group just hit 17th level and we're planning on playing WotBS 4e all the way to the end of 30th level. I've found the combination of house rules I like, and I've particularly figured out how to play minor combats without the battle grid, which has helped a lot. That said, there's some aspects of 4e that really bug me, and D&D.next already looks to be addressing: * Verisimilitude. Everything in 4e is precisely specified using game rule jargon, which makes it really hard for my players to narrate their actions. This is a particular problem for high-level non-magical powers. It's not actually a problem for the [i]tactical combat game[/i], but it is a problem for the [i]role-playing game[/i], and I want to play both at the same time. D&D.next's emphasis on prose descriptions and minimum jargon looks really great from this perspective. * Exploration. 4e's use of the heavy-weight "encounter" as the primary building block of the game has some real strengths, but it's had some negative consequences. The biggest is that exploration feels tacked on in comparison. In particular, locations don't really feel like they live and breathe, and it's easy to get locked into a feeling of progressing from set piece to set piece. D&D.n seems to tackle this head on, from what I've seen of the playtest adventure. * Fiddly bits. 4e combat throws around a lot of fiddly bonuses and durations, even moreso at high levels, and they can't really be house-ruled out. D&D.n [i]might[/i] be addressing this. On the other hand, this sort of complexity is part of what makes 4e's tactical combat game so awesome. I'll take fiddly bits over boring combat any day. [/QUOTE]
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