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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="The Crimson Binome" data-source="post: 6955522" data-attributes="member: 6775031"><p>If 5E is not that game, which we'll assume for now as a given, then the question is <em>why not</em>? Certainly, D&D <em>was</em> that game, back in the nineties and up through the aughts. In every edition prior to 4E, you could get injured and have that damage last for a week. The primary rule for survival was to avoid combat whenever possible, and the secondary rule for when combat was inevitable was to <em>fight on your terms</em> and <em>avoid taking damage</em>. If you wanted to hurry along to the next combat after you were already beaten down, for whatever reason, then you had <em>magic </em>to fix that.</p><p></p><p>And then 4E came along, with its standardized assumptions about how many encounters you should face in a day (severely upgraded from the mere <em>guidelines</em> of 3E), and its abundant non-magical healing, and it's like they <em>forgot</em> everything that was great about the game <em>other</em> than combat. Suddenly everyone was <em>trying</em> to get into fights, as though that was the whole <em>point</em> of adventuring.</p><p></p><p>And you'd think, what with their stated intent of giving players a new edition that really <em>felt </em>like D&D - in implicit contrast with 4E - that they wouldn't just steal the 4E healing model and make that their starting point. But no, they didn't actually care about letting players experience anything like the golden age of Second Edition. They just cared about making the game easy to learn for new players, such that 2E fans are encouraged to find their fun elsewhere.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6955522, member: 6775031"] If 5E is not that game, which we'll assume for now as a given, then the question is [I]why not[/I]? Certainly, D&D [I]was[/I] that game, back in the nineties and up through the aughts. In every edition prior to 4E, you could get injured and have that damage last for a week. The primary rule for survival was to avoid combat whenever possible, and the secondary rule for when combat was inevitable was to [I]fight on your terms[/I] and [I]avoid taking damage[/I]. If you wanted to hurry along to the next combat after you were already beaten down, for whatever reason, then you had [I]magic [/I]to fix that. And then 4E came along, with its standardized assumptions about how many encounters you should face in a day (severely upgraded from the mere [I]guidelines[/I] of 3E), and its abundant non-magical healing, and it's like they [I]forgot[/I] everything that was great about the game [I]other[/I] than combat. Suddenly everyone was [I]trying[/I] to get into fights, as though that was the whole [I]point[/I] of adventuring. And you'd think, what with their stated intent of giving players a new edition that really [I]felt [/I]like D&D - in implicit contrast with 4E - that they wouldn't just steal the 4E healing model and make that their starting point. But no, they didn't actually care about letting players experience anything like the golden age of Second Edition. They just cared about making the game easy to learn for new players, such that 2E fans are encouraged to find their fun elsewhere. [/QUOTE]
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