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Anyone else finding character advancement pretty dull?
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<blockquote data-quote="Sword of Spirit" data-source="post: 7477474" data-attributes="member: 6677017"><p>Wow...I have exactly the opposite feeling. 5e advancement is way more interesting than prior versions.*</p><p></p><p>BECMI and AD&D 1e/2e Advancement: I get hp. Sometimes I get numerical bonuses. Three or four times between levels 1-20 I get the ability to do something new. Unless I'm a caster, then I get new stuff at every spell level.</p><p></p><p>3.0/3.5: As above, except that I get numerical bonuses at every level (skill points), and I get new things more often. But most of the new things I get amount to numerical bonuses by some other name (+4 bonus to saving throws versus traps--that sort of thing). Even most feats are just numerical bonuses.</p><p></p><p>5e: Almost every level I get completely new things that I can *do*. Ways to impact the world that go beyond (though they may include) numerical bonuses.</p><p></p><p>My melee warrior caster character is leveling up and taking the Magic Initiate (Wizard) feat. He's picking <em>gust</em> and <em>lightning lure</em>, along with <em>absorb elements</em>. <em>Gust</em> allows him to push around creatures, including potentially moving allies out of melee without causing opportunity attacks on them. <em>Lightning lure</em> does the same thing, but can deal damage to opponents (though it is still safe to use to move allies with, as long as you don't pull them too close). Since this is level 4, I also gain a cantrip from my class. So I just gained the ability to do 3 cool things at will, and freed up a spell preparation slot for an emergency spell that you really need when you need it. (Sure, <em>shield</em> would have seen more use and been a more optimal pick, but <em>absorb elements</em> is more his style).</p><p></p><p>There are very few dead levels in 5e. You get real, impactful, new abilities. And the levels that just provide numerical bonuses, tend to be things like, "you get another attack". Pretty darn big deal, compared to "you get +1 to your attack bonus and a few skills".</p><p></p><p>It doesn't matter to me if an edition gives me more micro-choices when those choices just aren't very <em>interesting.</em> 5e wins hands down in giving you big, interesting features, at the cost of reducing your choice points compared to 3e. Older editions generally gave even less choices (except for weapon proficiencies in 2e, which was more of a reduction in penalties than a granting of cool).</p><p></p><p></p><p>* 4e possibly excepted for those who like it.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7477474, member: 6677017"] Wow...I have exactly the opposite feeling. 5e advancement is way more interesting than prior versions.* BECMI and AD&D 1e/2e Advancement: I get hp. Sometimes I get numerical bonuses. Three or four times between levels 1-20 I get the ability to do something new. Unless I'm a caster, then I get new stuff at every spell level. 3.0/3.5: As above, except that I get numerical bonuses at every level (skill points), and I get new things more often. But most of the new things I get amount to numerical bonuses by some other name (+4 bonus to saving throws versus traps--that sort of thing). Even most feats are just numerical bonuses. 5e: Almost every level I get completely new things that I can *do*. Ways to impact the world that go beyond (though they may include) numerical bonuses. My melee warrior caster character is leveling up and taking the Magic Initiate (Wizard) feat. He's picking [I]gust[/I] and [I]lightning lure[/I], along with [I]absorb elements[/I]. [I]Gust[/I] allows him to push around creatures, including potentially moving allies out of melee without causing opportunity attacks on them. [I]Lightning lure[/I] does the same thing, but can deal damage to opponents (though it is still safe to use to move allies with, as long as you don't pull them too close). Since this is level 4, I also gain a cantrip from my class. So I just gained the ability to do 3 cool things at will, and freed up a spell preparation slot for an emergency spell that you really need when you need it. (Sure, [I]shield[/I] would have seen more use and been a more optimal pick, but [I]absorb elements[/I] is more his style). There are very few dead levels in 5e. You get real, impactful, new abilities. And the levels that just provide numerical bonuses, tend to be things like, "you get another attack". Pretty darn big deal, compared to "you get +1 to your attack bonus and a few skills". It doesn't matter to me if an edition gives me more micro-choices when those choices just aren't very [I]interesting.[/I] 5e wins hands down in giving you big, interesting features, at the cost of reducing your choice points compared to 3e. Older editions generally gave even less choices (except for weapon proficiencies in 2e, which was more of a reduction in penalties than a granting of cool). * 4e possibly excepted for those who like it. [/QUOTE]
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