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D&D Older Editions, OSR, & D&D Variants
A 3E/4E powergamer DMs Storm King's Thunder
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<blockquote data-quote="Herobizkit" data-source="post: 6967030" data-attributes="member: 36150"><p>I meant to continue my thought earlier but ran out of time.</p><p></p><p>3/P/4e had this "this is how you do all the things" strict hierarchy of rules and rules interactions with a huge array of dials and switches for complex game customization. Some folks dig that. I did, for a while.</p><p></p><p>5e (to me) hearkens back to a 1e-ish style of "Here's some rules, use 'em to tell your story or not, but Character/World interaction is more important than 'the right rule'). WotC eschewed complexity and tightened up the game, compiling several 3/P/4 feats into optional "super-feats" and Bounded Accuracy keeps the 'bonus' numbers small and manageable. </p><p></p><p>And look at 5e's release schedule as compared to 3/P. I remember how fast splatbooks, then 3PP, then 3.5 and the 'Complete' books flooded the market and got all the players excited about all kinds of new feats, abilities and character options. And the poor DM's... they had to hold back the tide or bend over and let the supplements run wild. It got to the point for me that I had a literal questionnaire I'd present to new DMs so I'd know what kind of character options I'd be allowed to use.</p><p></p><p>Not so in 5e, though. WotC has held on to the core rules for the better part of two-three years, trickling in ideas and feeling out interest. We're just now starting to see UA's on a weekly basis, which can only mean (IMO) that a "DMG 2" is coming with all kinds of options that DM's, not players, can offer in their games. In my own case, any time I see any kind of 4e mechanics among the spells, classes et al, I mentally bristle because it adds more complexity to an otherwise functional game. The more complexity you add to a system, the more opportunities are created for the system to fail.</p><p></p><p>5e's simplicity is its greatest strength. It has a low bar for new players to come in, offers enough complexity that grognards can pick it up with little effort, and gives you carte blanche to "whatever works, don't be shy" attitude towards running a game. It's not GURPS; it's not Dungeon World. It's right in the middle. The Gold Standard™. Where it belongs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Final note: playing through lower-level games is about the only sticking point I have with the system now. I still have yet to physically play a character higher than 3rd level.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6967030, member: 36150"] I meant to continue my thought earlier but ran out of time. 3/P/4e had this "this is how you do all the things" strict hierarchy of rules and rules interactions with a huge array of dials and switches for complex game customization. Some folks dig that. I did, for a while. 5e (to me) hearkens back to a 1e-ish style of "Here's some rules, use 'em to tell your story or not, but Character/World interaction is more important than 'the right rule'). WotC eschewed complexity and tightened up the game, compiling several 3/P/4 feats into optional "super-feats" and Bounded Accuracy keeps the 'bonus' numbers small and manageable. And look at 5e's release schedule as compared to 3/P. I remember how fast splatbooks, then 3PP, then 3.5 and the 'Complete' books flooded the market and got all the players excited about all kinds of new feats, abilities and character options. And the poor DM's... they had to hold back the tide or bend over and let the supplements run wild. It got to the point for me that I had a literal questionnaire I'd present to new DMs so I'd know what kind of character options I'd be allowed to use. Not so in 5e, though. WotC has held on to the core rules for the better part of two-three years, trickling in ideas and feeling out interest. We're just now starting to see UA's on a weekly basis, which can only mean (IMO) that a "DMG 2" is coming with all kinds of options that DM's, not players, can offer in their games. In my own case, any time I see any kind of 4e mechanics among the spells, classes et al, I mentally bristle because it adds more complexity to an otherwise functional game. The more complexity you add to a system, the more opportunities are created for the system to fail. 5e's simplicity is its greatest strength. It has a low bar for new players to come in, offers enough complexity that grognards can pick it up with little effort, and gives you carte blanche to "whatever works, don't be shy" attitude towards running a game. It's not GURPS; it's not Dungeon World. It's right in the middle. The Gold Standard™. Where it belongs. :) Final note: playing through lower-level games is about the only sticking point I have with the system now. I still have yet to physically play a character higher than 3rd level. [/QUOTE]
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A 3E/4E powergamer DMs Storm King's Thunder
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