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Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
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<blockquote data-quote="Daztur" data-source="post: 9437652" data-attributes="member: 55680"><p>People said the same thing about 4e and...I'm just not sure. But if that is what WotC is doing it seems so self-defeating. The main selling point of D&D is that you can do all kinds of things in it that a computer could never handle so changing D&D rules to make them easier for a computer to handle seems to go against everything that makes D&D more fun than a computer game.</p><p></p><p></p><p></p><p>Probably more of a case of us having slightly different definitions of "flavor." The way I see things, the harder a mechanic is to reskin the better. Which I guess means I like mechanics that are tied tightly to a specific flavor so that they intertwine tightly.</p><p></p><p></p><p></p><p>Yeah, 4e especially needed some polishing before it was sent to the printers. If the PHB 1 had the same level of mechanical tightness as the later books, KotSF wasn't a grindy slog, MM1 had more damage and less HP for the monsters as in later books, and the DMG did a better job of teaching people how to play 4e in a fun way (more big epic battles, less attrition via dungeon crawling) it would have been received much better. Still wouldn't have been to my tastes really, but I wish it had a chance to be a better version of what it was trying to be since it had a lot of good ideas that had some implementation issues.</p><p></p><p>For 5.5e there were some real perplexing changes (for example grappling someone no longer makes you move at half speed) that were never in any of the UAs. </p><p></p><p></p><p></p><p>No, but I see what point they're going for here. It is a bit unfair that casters are clearly better at sneaky ratbastard tactics (due to the flexibility that their spells give them) while (in theory at least) balanced in terms of straightforward DPS-focused tactics. My ideal way of balancing things would be to make casters clearly inferior when it comes to straightforward DPS-focused tactics but maintain their edge in sneaky ratbastard tactics. So basically nerf Fireball, leave spells like Command intact.</p><p></p><p></p><p></p><p>Yeah, I've just never seen one of those rules help at all in actual play. Good rules can't fix bad DMs. Some clear and straightforward rules can help fix well-meaning but innumerate/overwhelmed DMs though.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9437652, member: 55680"] People said the same thing about 4e and...I'm just not sure. But if that is what WotC is doing it seems so self-defeating. The main selling point of D&D is that you can do all kinds of things in it that a computer could never handle so changing D&D rules to make them easier for a computer to handle seems to go against everything that makes D&D more fun than a computer game. Probably more of a case of us having slightly different definitions of "flavor." The way I see things, the harder a mechanic is to reskin the better. Which I guess means I like mechanics that are tied tightly to a specific flavor so that they intertwine tightly. Yeah, 4e especially needed some polishing before it was sent to the printers. If the PHB 1 had the same level of mechanical tightness as the later books, KotSF wasn't a grindy slog, MM1 had more damage and less HP for the monsters as in later books, and the DMG did a better job of teaching people how to play 4e in a fun way (more big epic battles, less attrition via dungeon crawling) it would have been received much better. Still wouldn't have been to my tastes really, but I wish it had a chance to be a better version of what it was trying to be since it had a lot of good ideas that had some implementation issues. For 5.5e there were some real perplexing changes (for example grappling someone no longer makes you move at half speed) that were never in any of the UAs. No, but I see what point they're going for here. It is a bit unfair that casters are clearly better at sneaky ratbastard tactics (due to the flexibility that their spells give them) while (in theory at least) balanced in terms of straightforward DPS-focused tactics. My ideal way of balancing things would be to make casters clearly inferior when it comes to straightforward DPS-focused tactics but maintain their edge in sneaky ratbastard tactics. So basically nerf Fireball, leave spells like Command intact. Yeah, I've just never seen one of those rules help at all in actual play. Good rules can't fix bad DMs. Some clear and straightforward rules can help fix well-meaning but innumerate/overwhelmed DMs though. [/QUOTE]
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