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5e what would you do?
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<blockquote data-quote="Mercurius" data-source="post: 5342178" data-attributes="member: 59082"><p>I've had a similar sense to epic feeling mundane, although our group is only just on the verge of Paragon so I don't know from experience. I don't disagree but it may come down to wording - "Epic" can stay as is, but why not add an "Immortal" tier after as an optional book? And an "Apprentice" tier before Heroic? Part of the problem with 4E is that it solves the disparity of low and high level characters by shaving off both extremes. This is more realistic to some degree, but also disallows two distinct types of play: "off the farm" adventuring and "throwing cosmic bolts at space dragons."</p><p></p><p></p><p></p><p>I like it and agree. 3.x spellcasters were too powerful only in that it was just as easy to become a high level wizard as a high level fighter, which doesn't make sense. I like the fact that 4E makes each class powerful enough to be interesting, but it is at the cost of some flavor and individuality. A high level wizard <em>should </em>be more powerful than a high level fighter, except maybe a high level fighter with crazy magical weaponry. I'm not sure if 4E addressed this, but seemed to just make everything on par with each other. I dunno, maybe 3.x had it better? Regardless, I like the idea of variable XP tables and different power levels for different classes. A rogue, for instance, shouldn't be as powerful as a fighter in combat; the whole point is to offset brute force with being sneaky and clever. In 4E a rogue could wade in against a fighter and, with some maneuvering, hold their own.</p><p></p><p></p><p></p><p>I have to say that hybrids are a nice option in 4E, at least in theory (haven't seen one played yet).</p><p></p><p></p><p></p><p>Yep, this is quite beautifully stated and worth quoting in full. Yet while I do agree with you I think the key is not to get rid of minis/grids/maps but to make them optional. This is why I have advocated a basic/advanced approach for 5E in which the more tactical aspects of combat are advanced/optional and not core to the basic game.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5342178, member: 59082"] I've had a similar sense to epic feeling mundane, although our group is only just on the verge of Paragon so I don't know from experience. I don't disagree but it may come down to wording - "Epic" can stay as is, but why not add an "Immortal" tier after as an optional book? And an "Apprentice" tier before Heroic? Part of the problem with 4E is that it solves the disparity of low and high level characters by shaving off both extremes. This is more realistic to some degree, but also disallows two distinct types of play: "off the farm" adventuring and "throwing cosmic bolts at space dragons." I like it and agree. 3.x spellcasters were too powerful only in that it was just as easy to become a high level wizard as a high level fighter, which doesn't make sense. I like the fact that 4E makes each class powerful enough to be interesting, but it is at the cost of some flavor and individuality. A high level wizard [I]should [/I]be more powerful than a high level fighter, except maybe a high level fighter with crazy magical weaponry. I'm not sure if 4E addressed this, but seemed to just make everything on par with each other. I dunno, maybe 3.x had it better? Regardless, I like the idea of variable XP tables and different power levels for different classes. A rogue, for instance, shouldn't be as powerful as a fighter in combat; the whole point is to offset brute force with being sneaky and clever. In 4E a rogue could wade in against a fighter and, with some maneuvering, hold their own. I have to say that hybrids are a nice option in 4E, at least in theory (haven't seen one played yet). Yep, this is quite beautifully stated and worth quoting in full. Yet while I do agree with you I think the key is not to get rid of minis/grids/maps but to make them optional. This is why I have advocated a basic/advanced approach for 5E in which the more tactical aspects of combat are advanced/optional and not core to the basic game. [/QUOTE]
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