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4e players, why do you want 5e?
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<blockquote data-quote="Iron Sky" data-source="post: 5924961" data-attributes="member: 60965"><p>In RL games, my main complaint is the general feel of the game. After taking a break from it to play Dark Heresy, Warhammer Fantasy, Rogue Trader, Epic, I noticed how much 4e's "bones" stuck out during play.</p><p></p><p>In all those other systems, I play my character, I do whatever seems right and every once in a while, the mechanics popped to the surface to resolve something, then I was back in my character. In 4e, because everything has such a rigidly defined mechanical system, it's hard to see your character beyond the bounds of "what he can do" according to his character sheet.</p><p></p><p>4e is like sitting inside a car as you travel through a city - it's easy, comfortable, you know where you can go and you can't and it's a great way to get around... but you always remember you are in a car. With other systems, you are <em>in</em> the city, walking through its streets and alleys. They may not be as effective, efficient, or clean, but you're too busy being immersed in the environment and culture to notice.</p><p></p><p>I still think 4e is better in most ways than previous editions I've played, but it's not a question of 5e vs previous D&D editions because I have little desire to play <em>any</em> of them any more; it's 5e vs all the other systems that I've been enjoying lately.</p><p></p><p>To get my dollars I'd like to see 5e keep the following from 4e:</p><p></p><p>*small PC self-heals available to all</p><p>*monsters playable with statblocks alone</p><p>*fast monster design</p><p>*(mostly) power-balanced classes</p><p>*no 1/3 of a book covering spells - each its own rule in effect</p><p>*removal of high-level world-design-breaking and/or game-breaking spells (teleport, wish, higher level divinations, polymorph, better-at-X-class-than-X-class-with-a-spell spells)</p><p>*removal of computation-intensive ability damage/level drain</p><p>*save-save-save-or die replacing save-or-die</p><p></p><p>Plus:</p><p></p><p>*remove "skill gaps" with actions not covered by any available skill (sailing? devising battle plans? crafting?)</p><p>*incentive for combat/situational improvisation and good role-playing</p><p>*rituals were a good idea, make them usable in play (reduced spell-casting times for exploration rituals primarily)</p><p>*rules for high-level, game-shifting rules (armies, ruling kingdoms/religions/cabals, etc)</p><p></p><p>I'd like to see the following go away:</p><p></p><p>*rest-to-full hp</p><p>*magic items built into the math</p><p>*magic items so common they lose their magic</p><p>*feat-fixed math</p><p>*<em>thousands</em> of worthless and/or <strong>boring</strong> feats and magic items contrasted to a handful of near-auto-picks</p><p>*skill challenges</p><p>*casually easy resurrections</p><p>*gp as second xp track, required to balance game math</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5924961, member: 60965"] In RL games, my main complaint is the general feel of the game. After taking a break from it to play Dark Heresy, Warhammer Fantasy, Rogue Trader, Epic, I noticed how much 4e's "bones" stuck out during play. In all those other systems, I play my character, I do whatever seems right and every once in a while, the mechanics popped to the surface to resolve something, then I was back in my character. In 4e, because everything has such a rigidly defined mechanical system, it's hard to see your character beyond the bounds of "what he can do" according to his character sheet. 4e is like sitting inside a car as you travel through a city - it's easy, comfortable, you know where you can go and you can't and it's a great way to get around... but you always remember you are in a car. With other systems, you are [I]in[/I] the city, walking through its streets and alleys. They may not be as effective, efficient, or clean, but you're too busy being immersed in the environment and culture to notice. I still think 4e is better in most ways than previous editions I've played, but it's not a question of 5e vs previous D&D editions because I have little desire to play [I]any[/I] of them any more; it's 5e vs all the other systems that I've been enjoying lately. To get my dollars I'd like to see 5e keep the following from 4e: *small PC self-heals available to all *monsters playable with statblocks alone *fast monster design *(mostly) power-balanced classes *no 1/3 of a book covering spells - each its own rule in effect *removal of high-level world-design-breaking and/or game-breaking spells (teleport, wish, higher level divinations, polymorph, better-at-X-class-than-X-class-with-a-spell spells) *removal of computation-intensive ability damage/level drain *save-save-save-or die replacing save-or-die Plus: *remove "skill gaps" with actions not covered by any available skill (sailing? devising battle plans? crafting?) *incentive for combat/situational improvisation and good role-playing *rituals were a good idea, make them usable in play (reduced spell-casting times for exploration rituals primarily) *rules for high-level, game-shifting rules (armies, ruling kingdoms/religions/cabals, etc) I'd like to see the following go away: *rest-to-full hp *magic items built into the math *magic items so common they lose their magic *feat-fixed math *[I]thousands[/I] of worthless and/or [B]boring[/B] feats and magic items contrasted to a handful of near-auto-picks *skill challenges *casually easy resurrections *gp as second xp track, required to balance game math [/QUOTE]
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