Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
5e what would you do?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mercurius" data-source="post: 5343156" data-attributes="member: 59082"><p>With regards to class balance, varying XP tables, etc, I'm mixed on this and I don't think there is a simple solution. On one hand I like how 4E has made it so just about every class is fun to play and there isn't a sense that one is missing out by taking the non-kewl class option or combo or the tried and true Path of Maximizing Optimization. In other words, in 4E system mastery is de-emphasized in favor of tactical savvy; it isn't as much what you are or have but how you use it. I like that. </p><p></p><p>That said, I don't like how in a sense there are only four classes--controllers, strikers, defenders, and leaders--but with different fluff. OK, it isn't that simple, but there is a formulaic quality whereby all strikers do roughly same thing, all defenders, all controllers, all leaders. It would be nice if there was more <em>functional</em> differentiation between what, say, a martial striker can do and what an arcane striker can do. Maybe I'm focusing too much on damage out-put, but with the de-emphasis and marginalization of non-combat capacities, most of what a character is comes down to three things: causing damage and resistance to damage. There is a sense that 4E has become a sport in which it comes down to scoring and preventing runs; everything else is secondary and funnels into those two functions.</p><p></p><p>On the other hand, I didn't like how 3.5E quantified everything that a player could do, that a number was necessary for a character to be able to do anything; in some sense 4E's more vague rules with regards to non-combat capacities--especially with regards to monsters and NPCs--has freed us up from a lot of unnecessary book-keeping, number-crunching and dice rolling. I honestly don't need to know Demogorgon's Craft skill.</p><p></p><p>What I would like to see is some kind of player created mechanic whereby the player chooses non-combat capacities and quantifies them; so rather than having a number in every possible skill, or broad skills that cover every possible action, the player makes up things like "I want to be good at basket-weaving" and gets a score in basket-weaving. But basket-weaving doesn't need to be on every character, monster, and NPC sheet, nor does Craft. In other words, I'd like to see built into 5E more rules for free-form character design. Hopefully we'll see that with the <em>Hero Builder's Handbook.</em></p></blockquote><p></p>
[QUOTE="Mercurius, post: 5343156, member: 59082"] With regards to class balance, varying XP tables, etc, I'm mixed on this and I don't think there is a simple solution. On one hand I like how 4E has made it so just about every class is fun to play and there isn't a sense that one is missing out by taking the non-kewl class option or combo or the tried and true Path of Maximizing Optimization. In other words, in 4E system mastery is de-emphasized in favor of tactical savvy; it isn't as much what you are or have but how you use it. I like that. That said, I don't like how in a sense there are only four classes--controllers, strikers, defenders, and leaders--but with different fluff. OK, it isn't that simple, but there is a formulaic quality whereby all strikers do roughly same thing, all defenders, all controllers, all leaders. It would be nice if there was more [I]functional[/I] differentiation between what, say, a martial striker can do and what an arcane striker can do. Maybe I'm focusing too much on damage out-put, but with the de-emphasis and marginalization of non-combat capacities, most of what a character is comes down to three things: causing damage and resistance to damage. There is a sense that 4E has become a sport in which it comes down to scoring and preventing runs; everything else is secondary and funnels into those two functions. On the other hand, I didn't like how 3.5E quantified everything that a player could do, that a number was necessary for a character to be able to do anything; in some sense 4E's more vague rules with regards to non-combat capacities--especially with regards to monsters and NPCs--has freed us up from a lot of unnecessary book-keeping, number-crunching and dice rolling. I honestly don't need to know Demogorgon's Craft skill. What I would like to see is some kind of player created mechanic whereby the player chooses non-combat capacities and quantifies them; so rather than having a number in every possible skill, or broad skills that cover every possible action, the player makes up things like "I want to be good at basket-weaving" and gets a score in basket-weaving. But basket-weaving doesn't need to be on every character, monster, and NPC sheet, nor does Craft. In other words, I'd like to see built into 5E more rules for free-form character design. Hopefully we'll see that with the [I]Hero Builder's Handbook.[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
5e what would you do?
Top