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4th to 5th Edition Converters - What has been your experience?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6867453" data-attributes="member: 82106"><p>I don't know what level these monsters have been. They're all basically whatever crops up in wilderness adventuring where we are. There were 6 giant lizards, most of which fell to a single fireball (I think they all failed their saves, which at a 14 was admittedly some bad luck for the DM, and I rolled pretty well on 8d6, that might not happen every time). I managed to kill off 3 bandits in a single blast as well, though there were some other monsters. Still, that meant by the start of round 2 half the enemy was literally toast and the other half was getting waxed. </p><p></p><p>I just find that, at least in our campaign, its not that hard for us to arrange limited numbers of fights per day MOST of the time, and even when its 3-4 fights, at level 7 I've still got 4,3,3,1 plus cantrips, which is generally enough to minimally outdo the other characters in many situations, and definitely when its one or two fights in a day. I'm sure there are other possible characters that could be competitive, ours are far from optimized (my wizard is a dwarf with a 17 INT at level 7, and he's a transmuter, far from an optimum build). </p><p></p><p>The point is, there seems to definitely be a sweet spot where the battlemaster was REALLY kicking ass, when we were taking on 4-5 fights in a day at levels 1-5, though the wizard even then was tactically pretty impressive. The Cleric, the Eldritch Knight, and the Arcane Trickster were perfectly serviceable and did their stuff. The Cleric definitely makes a big difference in terms of using Bless and etc, but unless you take on undead its not pivotal, just sort of like 'expected levels of buff'. The EK seems middling. Even at level 7 she's not really got much magic beyond a fairly nasty attack cantrip. Her melee attacks work fine, but nothing there is impressive either, and she really doesn't have a 'nova' of any sort at all. Its similar with the Rogue, she's pretty deadly at picking off a guy from a distance from concealment, which is slick, and does fine in melee, but again there's nothing about what she does that is tactically all that exciting or impressive, and she's got nothing like a real nova. </p><p></p><p>Outside of combat the Cleric is pretty handy, the rogue is quite sneaky and has some nice useful spells. The EK and Battlemaster, meh, nothing THAT exciting, they have skills, a bit of magic or "I can do Tarzan pretty well", etc. Seems like 4 out of 5 times the wizard can pull out something that's quite handy though. Every plan has at least SOME wizardly contribution, but often one of the fighters or the rogue are fairly superfluous for a while. </p><p></p><p>Certainly 5e could seriously benefit from having had better adventure pacing mechanics that incorporated a standardized resource mechanism. This is a HUGE regression from 4e IMHO. One that I find it hard to live with.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6867453, member: 82106"] I don't know what level these monsters have been. They're all basically whatever crops up in wilderness adventuring where we are. There were 6 giant lizards, most of which fell to a single fireball (I think they all failed their saves, which at a 14 was admittedly some bad luck for the DM, and I rolled pretty well on 8d6, that might not happen every time). I managed to kill off 3 bandits in a single blast as well, though there were some other monsters. Still, that meant by the start of round 2 half the enemy was literally toast and the other half was getting waxed. I just find that, at least in our campaign, its not that hard for us to arrange limited numbers of fights per day MOST of the time, and even when its 3-4 fights, at level 7 I've still got 4,3,3,1 plus cantrips, which is generally enough to minimally outdo the other characters in many situations, and definitely when its one or two fights in a day. I'm sure there are other possible characters that could be competitive, ours are far from optimized (my wizard is a dwarf with a 17 INT at level 7, and he's a transmuter, far from an optimum build). The point is, there seems to definitely be a sweet spot where the battlemaster was REALLY kicking ass, when we were taking on 4-5 fights in a day at levels 1-5, though the wizard even then was tactically pretty impressive. The Cleric, the Eldritch Knight, and the Arcane Trickster were perfectly serviceable and did their stuff. The Cleric definitely makes a big difference in terms of using Bless and etc, but unless you take on undead its not pivotal, just sort of like 'expected levels of buff'. The EK seems middling. Even at level 7 she's not really got much magic beyond a fairly nasty attack cantrip. Her melee attacks work fine, but nothing there is impressive either, and she really doesn't have a 'nova' of any sort at all. Its similar with the Rogue, she's pretty deadly at picking off a guy from a distance from concealment, which is slick, and does fine in melee, but again there's nothing about what she does that is tactically all that exciting or impressive, and she's got nothing like a real nova. Outside of combat the Cleric is pretty handy, the rogue is quite sneaky and has some nice useful spells. The EK and Battlemaster, meh, nothing THAT exciting, they have skills, a bit of magic or "I can do Tarzan pretty well", etc. Seems like 4 out of 5 times the wizard can pull out something that's quite handy though. Every plan has at least SOME wizardly contribution, but often one of the fighters or the rogue are fairly superfluous for a while. Certainly 5e could seriously benefit from having had better adventure pacing mechanics that incorporated a standardized resource mechanism. This is a HUGE regression from 4e IMHO. One that I find it hard to live with. [/QUOTE]
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