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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Are you going to miss AEDU? (And did you feel a lack in the playtest because of it?)
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="Manbearcat" data-source="post: 6244633" data-attributes="member: 6696971"><p>I would say that "it will be missed" but I'll still be playing 4e so no problem! I'm a big fan of unified class mechanics and unified resolution systems. I've yet to witness the "sameness" that apparently manifests at other tables. Despite the unified power structure, Fighters are mechanically and within the fiction different than Wizards in the extreme at my table (and everyone else is for that matter). Its ridiculously easy to balance. It makes it easy to come up with new, balanced classes, themes, etc. It makes the budget of damage and effect (condition, forced movement, et al) easy to discern. It plays seemlessly with the stunting system and reduces mental overhead and table handling time on player invocation of and GM adjudication of stunts within that system (which feedsback into and from the unified power structure and its math). It feeds back from and into the trap and hazard system (with the tight math), making it absurdly easy to create balanced, predictable (GM-side) challenges on the fly.</p><p></p><p>If I was playing 5e, I would say that I'll miss AEDU and</p><p></p><p>[sblock]keywords, forced movement and the dynamism it allows for, overt functional math overlaid by mutable/malleable fiction (outcome based design), disease/curse track, the math that makes the trap/hazard and stunt systems ridiculously user-friendly for GMs, the empowerment of the quest system as an overt player flag for what content they wish to engage with, broad descriptor skills, mutable/open descriptor power fluff constrained by those keywords, unification of non-combat challenge resolution and how it is determinative of challenge outcomes (while married to fictional positioning), healing surges as an open descriptor attrition tool to tax PCs and to make offers with, director and actor stance tools for all PC archetypes, the focus on the scene and the tight and predictable encounter budget math, the focused thematics of Theme, Paragon Path, Epic Destiny that guides play at the various tiers.[/sblock]</p><p></p><p>5e's Backgrounds and Monster Lair dynamics are the nifty parts of the system in my estimation. It would be nice if they leveraged what makes those so good (for my playstyle) and built modules for the rest of the system around what those are premised upon.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6244633, member: 6696971"] I would say that "it will be missed" but I'll still be playing 4e so no problem! I'm a big fan of unified class mechanics and unified resolution systems. I've yet to witness the "sameness" that apparently manifests at other tables. Despite the unified power structure, Fighters are mechanically and within the fiction different than Wizards in the extreme at my table (and everyone else is for that matter). Its ridiculously easy to balance. It makes it easy to come up with new, balanced classes, themes, etc. It makes the budget of damage and effect (condition, forced movement, et al) easy to discern. It plays seemlessly with the stunting system and reduces mental overhead and table handling time on player invocation of and GM adjudication of stunts within that system (which feedsback into and from the unified power structure and its math). It feeds back from and into the trap and hazard system (with the tight math), making it absurdly easy to create balanced, predictable (GM-side) challenges on the fly. If I was playing 5e, I would say that I'll miss AEDU and [sblock]keywords, forced movement and the dynamism it allows for, overt functional math overlaid by mutable/malleable fiction (outcome based design), disease/curse track, the math that makes the trap/hazard and stunt systems ridiculously user-friendly for GMs, the empowerment of the quest system as an overt player flag for what content they wish to engage with, broad descriptor skills, mutable/open descriptor power fluff constrained by those keywords, unification of non-combat challenge resolution and how it is determinative of challenge outcomes (while married to fictional positioning), healing surges as an open descriptor attrition tool to tax PCs and to make offers with, director and actor stance tools for all PC archetypes, the focus on the scene and the tight and predictable encounter budget math, the focused thematics of Theme, Paragon Path, Epic Destiny that guides play at the various tiers.[/sblock] 5e's Backgrounds and Monster Lair dynamics are the nifty parts of the system in my estimation. It would be nice if they leveraged what makes those so good (for my playstyle) and built modules for the rest of the system around what those are premised upon. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Are you going to miss AEDU? (And did you feel a lack in the playtest because of it?)
Top