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Companion thread to 5E Survivor - Subclasses (Part XV: The FINAL ROUND)
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<blockquote data-quote="Argyle King" data-source="post: 8847397" data-attributes="member: 58416"><p>I would argue that a tazer (and even my phone example) has more limits than cantrips (and many D&D spells).</p><p></p><p></p><p></p><p>I don't believe that defining something with commonly understood language and game terms is synonymous with said thing being ubiquitous.</p><p></p><p></p><p></p><p>I played 4th, so I am familiar with how it worked. </p><p></p><p>I will agree that 4E did a good job of making various magic items feel unique. In a lot of ways, I can appreciate the 4E approach.</p><p></p><p>Though, despite the many things I think were done well, I also believe that 4E was still very heavily married to a very vertical advancement model -and one which helped lay the foundation for 5E using increasing hitpoints as a primary way of scaling monsters.</p><p></p><p>Still, I'll give credit where credit is due: I think 4E addressed some of what I've mentioned. (I also vastly prefer the 4E philosophy behind encounter design.)</p><p></p><p>At the same time, my opinion is that 4E simultaneously did a somewhat poor job of doing some other things. (In particular, I believe that a lot of the 'official' advice on running skill challenges was bad advice; it was very possible to accidentally design a poor character by not picking up a few bonuses at certain levels; and a lot of errata intended to fix problems created new problems.)</p><p></p><p>I'm aware that I'm on the minority. But, personally, I would rather that the numbers of the game be less inflated and have more breadth of play rather than the typical march from 1-to-20 and +N. Though, arguably, that wouldn't be recognizable as D&D to many people, so I get why that isn't the approach.</p><p></p><p>Edit: This is going to conflict with my more-general views. However, I did like that 4E had 30 levels instead of 20. I feel that stretching things out made it easier to flatten some of the power curve. It also allowed for more points at which character choices could be made.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8847397, member: 58416"] I would argue that a tazer (and even my phone example) has more limits than cantrips (and many D&D spells). I don't believe that defining something with commonly understood language and game terms is synonymous with said thing being ubiquitous. I played 4th, so I am familiar with how it worked. I will agree that 4E did a good job of making various magic items feel unique. In a lot of ways, I can appreciate the 4E approach. Though, despite the many things I think were done well, I also believe that 4E was still very heavily married to a very vertical advancement model -and one which helped lay the foundation for 5E using increasing hitpoints as a primary way of scaling monsters. Still, I'll give credit where credit is due: I think 4E addressed some of what I've mentioned. (I also vastly prefer the 4E philosophy behind encounter design.) At the same time, my opinion is that 4E simultaneously did a somewhat poor job of doing some other things. (In particular, I believe that a lot of the 'official' advice on running skill challenges was bad advice; it was very possible to accidentally design a poor character by not picking up a few bonuses at certain levels; and a lot of errata intended to fix problems created new problems.) I'm aware that I'm on the minority. But, personally, I would rather that the numbers of the game be less inflated and have more breadth of play rather than the typical march from 1-to-20 and +N. Though, arguably, that wouldn't be recognizable as D&D to many people, so I get why that isn't the approach. Edit: This is going to conflict with my more-general views. However, I did like that 4E had 30 levels instead of 20. I feel that stretching things out made it easier to flatten some of the power curve. It also allowed for more points at which character choices could be made. [/QUOTE]
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