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*Dungeons & Dragons
5th Edition: How to Make My DM Cry
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<blockquote data-quote="Eirikrautha" data-source="post: 6344603" data-attributes="member: 6777843"><p>Not just bounded accuracy, though. One of the hallmarks of a readily-optimizable system is when player mechanical choices are made. In 3.5 and its heirs, much of your "choice" during combat is actually made during character creation. Someone with the "wrong" choices will never grapple, say, because the system's structure punishes character builds that do not choose mechanical aids to grappling. Likewise, "optimizers" take advantage of the system rules designed to validate certain character builds by combining them in unexpected ways... usually during character creation.</p><p></p><p>I think 5e is going to have many fewer of those opportunities, mainly because character build is so much less of a mechanical focus. Many of the options during build relate to flavor, and feats give progressive improvements rather than being stacked in chains (which opens more doors to problems). So 5e seems to be less prone to unintended rule combinations.</p><p></p><p>As a side note: I played AD&D 1e & 2e, but fell out of gaming right when 3e came out. When I returned, my first exposure to 3+e was Pathfinder. The culture shock was enormous. In the earlier editions, a character's choices were usually bound only by class restrictions shared with every other person playing your class, and by the circumstances in the encounter. When the bad guy was about to break the Holy Macguffin, you yelled out, "I grab him!" Then the DM figured out how to roll it, and you adventured on. </p><p> </p><p>Upon returning to gaming, I found that rules and feats had so constrained what was possible for a character to do that I needed to start building my character from level one with "enemy-tackling" in mind, or, when the time came, I wouldn't be able to do so. 5e seems to me to be a healthy rebalancing of this game, away from character building and towards character playing. I'm eagerly awaiting the PHB to confirm my hopes...</p></blockquote><p></p>
[QUOTE="Eirikrautha, post: 6344603, member: 6777843"] Not just bounded accuracy, though. One of the hallmarks of a readily-optimizable system is when player mechanical choices are made. In 3.5 and its heirs, much of your "choice" during combat is actually made during character creation. Someone with the "wrong" choices will never grapple, say, because the system's structure punishes character builds that do not choose mechanical aids to grappling. Likewise, "optimizers" take advantage of the system rules designed to validate certain character builds by combining them in unexpected ways... usually during character creation. I think 5e is going to have many fewer of those opportunities, mainly because character build is so much less of a mechanical focus. Many of the options during build relate to flavor, and feats give progressive improvements rather than being stacked in chains (which opens more doors to problems). So 5e seems to be less prone to unintended rule combinations. As a side note: I played AD&D 1e & 2e, but fell out of gaming right when 3e came out. When I returned, my first exposure to 3+e was Pathfinder. The culture shock was enormous. In the earlier editions, a character's choices were usually bound only by class restrictions shared with every other person playing your class, and by the circumstances in the encounter. When the bad guy was about to break the Holy Macguffin, you yelled out, "I grab him!" Then the DM figured out how to roll it, and you adventured on. Upon returning to gaming, I found that rules and feats had so constrained what was possible for a character to do that I needed to start building my character from level one with "enemy-tackling" in mind, or, when the time came, I wouldn't be able to do so. 5e seems to me to be a healthy rebalancing of this game, away from character building and towards character playing. I'm eagerly awaiting the PHB to confirm my hopes... [/QUOTE]
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