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<blockquote data-quote="Tigris" data-source="post: 9589218" data-attributes="member: 7043270"><p>I am not 100% sure what you are looking for exactly but things that 5E did worse than editions before:</p><p></p><ul> <li data-xf-list-type="ul">Power scaling being all over the place. In D&D 3.5 you would double in power every 2 levels (at least that was the plan). So 1 CRX enemy could be replaced with 2 CRX-2 enemies. In 4E the power scaling still was completly constant just less steap. Every 4 levels you double in power. (I think I read 2E also tried this but was even less good at it than 3). Meanwhile in 5E you tripple in power from level 1 to 3, the doubble from 3 to 5 the double from 5 to 9 and then whatever.</li> <li data-xf-list-type="ul">Simple encounter building rules INCLUDING TRAPS AND HAZARDs. In 3.5 Traps had a CR value and could be included in combats. in 4E this was made even simpler by giving traps and dangerous terrain/hazards levels and xp values, so they could just be used in encounters as part of the budget like monsters. Meanwhile 5E has generally worse encounter building rules and forgot about traps etc. </li> <li data-xf-list-type="ul">Making movement (forced movement and opportunity attacks) matter. In 3.5 a full attack action was powerfull (at least it is in PF1 I hope I dont confuse things here), so kicking enemies away, (or being able to use a minor action to teleport to an enemy) both was powerfull. Similar opportunity attacks could trigger from casting (and could disrupt casting!) so using a 5 step to get away to be able to cast made people move (even if it was just a bit). In 4E movement is also important, so many area attacks and areas to push enemie sin or be pushed in yourself. Opportunity attacks are really strong, they cant disrupt casting but they hurt. Lots of shifts teleports etc. Meanwhile in 5E the higher the level the less an opportunity attack matters, but people still dont really move since there is no reason. Good opportunity attacks can actually be a reason to move: [MEDIA=reddit]RPGdesign/comments/1bm7wiw/opportunity_attacks_good_bad_or_ugly/kwace54[/MEDIA]</li> <li data-xf-list-type="ul">Just use 3 saves/defenses. Not "charisma save and int save" etc. Its a lot easier to make sense of (and balance) 3 stats instead of 6 which are differently common. Also having more than 1 way (class save progression 3.5 or 2 stats 4e) to influence a save is definitly a plus.</li> <li data-xf-list-type="ul">Getting away from the "basic attack". 3.5 did it later with the book of 9 swords and D&D 4E did it (with the earlier books). When you do martial arts (and martial characters would be in that way) you dont do "basic attacks", you do maneuvers. Every attack has a name. </li> <li data-xf-list-type="ul"></li> </ul></blockquote><p></p>
[QUOTE="Tigris, post: 9589218, member: 7043270"] I am not 100% sure what you are looking for exactly but things that 5E did worse than editions before: [LIST] [*]Power scaling being all over the place. In D&D 3.5 you would double in power every 2 levels (at least that was the plan). So 1 CRX enemy could be replaced with 2 CRX-2 enemies. In 4E the power scaling still was completly constant just less steap. Every 4 levels you double in power. (I think I read 2E also tried this but was even less good at it than 3). Meanwhile in 5E you tripple in power from level 1 to 3, the doubble from 3 to 5 the double from 5 to 9 and then whatever. [*]Simple encounter building rules INCLUDING TRAPS AND HAZARDs. In 3.5 Traps had a CR value and could be included in combats. in 4E this was made even simpler by giving traps and dangerous terrain/hazards levels and xp values, so they could just be used in encounters as part of the budget like monsters. Meanwhile 5E has generally worse encounter building rules and forgot about traps etc. [*]Making movement (forced movement and opportunity attacks) matter. In 3.5 a full attack action was powerfull (at least it is in PF1 I hope I dont confuse things here), so kicking enemies away, (or being able to use a minor action to teleport to an enemy) both was powerfull. Similar opportunity attacks could trigger from casting (and could disrupt casting!) so using a 5 step to get away to be able to cast made people move (even if it was just a bit). In 4E movement is also important, so many area attacks and areas to push enemie sin or be pushed in yourself. Opportunity attacks are really strong, they cant disrupt casting but they hurt. Lots of shifts teleports etc. Meanwhile in 5E the higher the level the less an opportunity attack matters, but people still dont really move since there is no reason. Good opportunity attacks can actually be a reason to move: [MEDIA=reddit]RPGdesign/comments/1bm7wiw/opportunity_attacks_good_bad_or_ugly/kwace54[/MEDIA] [*]Just use 3 saves/defenses. Not "charisma save and int save" etc. Its a lot easier to make sense of (and balance) 3 stats instead of 6 which are differently common. Also having more than 1 way (class save progression 3.5 or 2 stats 4e) to influence a save is definitly a plus. [*]Getting away from the "basic attack". 3.5 did it later with the book of 9 swords and D&D 4E did it (with the earlier books). When you do martial arts (and martial characters would be in that way) you dont do "basic attacks", you do maneuvers. Every attack has a name. [*] [/LIST] [/QUOTE]
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