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General Tabletop Discussion
*Dungeons & Dragons
5E imbalance: Don't want to play it
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<blockquote data-quote="Wulfgar76" data-source="post: 6261331" data-attributes="member: 61867"><p>I think you're looking for reasons to dislike a game before you try it. A better route would be to tell us <em>why you </em>don't like it, or what you<em> think </em>you don't like about it.</p><p></p><p>That said, my D&D Next campaign is 8th level, and I've found no glaring imbalances. DDN is <em>miles</em> more balanced than 3.5. </p><p></p><p></p><p>This criticism can be applied to all editions of D&D, except maybe 4th. Are you looking for melee characters with a multitude of powers spelled out and hardcoded into the class? If so, I'd suggest playing 4e.</p><p></p><p>For me, the Improvise action covers just about everything you'd want to do as a melee character. Plus I expect fleshed out rules on the classic combat maneuvers like trip, disarm, sunder, bull rush, etc.</p><p></p><p></p><p>This is probably true in a sense, but what you call imbalance I call freedom to improvise and real feeling of unexpected chance and danger.</p><p></p><p></p><p>None that leave<em> me </em>with a desire not to play it, but I can tell what you're fishing for here, so here's one: Wizards can indeed end an encounter quickly if they choose to expend one or more of their best spells. There is a <em>little bit</em> of 'Save or Lose' in D&D Next, but it's less severe and doesn't feel like a cheap 'I win' button as in editions past.</p></blockquote><p></p>
[QUOTE="Wulfgar76, post: 6261331, member: 61867"] I think you're looking for reasons to dislike a game before you try it. A better route would be to tell us [I]why you [/I]don't like it, or what you[I] think [/I]you don't like about it. That said, my D&D Next campaign is 8th level, and I've found no glaring imbalances. DDN is [I]miles[/I] more balanced than 3.5. This criticism can be applied to all editions of D&D, except maybe 4th. Are you looking for melee characters with a multitude of powers spelled out and hardcoded into the class? If so, I'd suggest playing 4e. For me, the Improvise action covers just about everything you'd want to do as a melee character. Plus I expect fleshed out rules on the classic combat maneuvers like trip, disarm, sunder, bull rush, etc. This is probably true in a sense, but what you call imbalance I call freedom to improvise and real feeling of unexpected chance and danger. None that leave[I] me [/I]with a desire not to play it, but I can tell what you're fishing for here, so here's one: Wizards can indeed end an encounter quickly if they choose to expend one or more of their best spells. There is a [I]little bit[/I] of 'Save or Lose' in D&D Next, but it's less severe and doesn't feel like a cheap 'I win' button as in editions past. [/QUOTE]
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5E imbalance: Don't want to play it
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