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<blockquote data-quote="Neonchameleon" data-source="post: 9699352" data-attributes="member: 87792"><p>4e was the first mainline edition since 1e to make fighters competent and able to keep up out of combat - and was the first edition in the history of D&D to have fun to play rogues, which included giving them non-combat abilities that weren't just "higher number". And it was the first edition to include as core assistance for DMing complex tasks rather than just single actions (of course it was undercooked in the PHB). What it actually did and for which some people can't forgive it was ensured that some part of <em>adventuring spellcasters' </em>power budgets had to be spent on combat resources and that you couldn't just dominate the out of combat game as a spellcaster.</p><p></p><p>Which wasn't because they were noncombat features but because they were lazily written in ways to not upset grognards. My proposal was something like:</p><p></p><p><strong>Favoured Terrain</strong>. Due to expertise with a certain terrain you have learned skills which you have learned to apply anywhere:</p><ul> <li data-xf-list-type="ul"><strong>Mountain</strong>: Gain a climb speed equal to your speed</li> <li data-xf-list-type="ul"><strong>Aquatic: </strong>Gain a swim speed equal to your speed and gain Advantage on constitution checks to hold your breath</li> <li data-xf-list-type="ul"><strong>Forest: </strong>Gain Advantage on stealth checks</li> <li data-xf-list-type="ul"><strong>Plains:</strong> Gain 10' on your base speed</li> <li data-xf-list-type="ul">etc</li> </ul><p></p><p></p><p>And this after they ripped out all the support for anything not to do with combat that 4e had brought and reverted most of it to "Cast spell to solve problem and get closer to the combat".</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9699352, member: 87792"] 4e was the first mainline edition since 1e to make fighters competent and able to keep up out of combat - and was the first edition in the history of D&D to have fun to play rogues, which included giving them non-combat abilities that weren't just "higher number". And it was the first edition to include as core assistance for DMing complex tasks rather than just single actions (of course it was undercooked in the PHB). What it actually did and for which some people can't forgive it was ensured that some part of [I]adventuring spellcasters' [/I]power budgets had to be spent on combat resources and that you couldn't just dominate the out of combat game as a spellcaster. Which wasn't because they were noncombat features but because they were lazily written in ways to not upset grognards. My proposal was something like: [B]Favoured Terrain[/B]. Due to expertise with a certain terrain you have learned skills which you have learned to apply anywhere: [LIST] [*][B]Mountain[/B]: Gain a climb speed equal to your speed [*][B]Aquatic: [/B]Gain a swim speed equal to your speed and gain Advantage on constitution checks to hold your breath [*][B]Forest: [/B]Gain Advantage on stealth checks [*][B]Plains:[/B] Gain 10' on your base speed [*]etc [/LIST] And this after they ripped out all the support for anything not to do with combat that 4e had brought and reverted most of it to "Cast spell to solve problem and get closer to the combat". [/QUOTE]
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