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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="shadow" data-source="post: 5959694" data-attributes="member: 2182"><p>I suppose that I'm somewhat of a "grognard" at heart. With that said, I disagree with a lot of what the OP mentioned. One thing that I liked about the playtest rules was that they seemed fairly simple, without all the AEDU powers and tactics.</p><p></p><p>I can see how some people, especially fans of 4e, would be somewhat disappointed with the current iteration of the playtest rules. However, for me and many people D&D is a role-playing game rather than a tactical miniatures game. Although most adventures will involve combat, tactics and strategy are not as important as telling an exciting story. I like the idea of quick combats that can be resolved without the use of miniatures and battle grids. (What the 5e design team is calling "theater of the mind".) </p><p></p><p>When I play, I want to get into an adventure story rather than having to worry about using the right tactical option at the right time during combat. I don't want to be overwhelmed by the sheer amount of "powers" my fighter has to pick from during combat. I have found that the sheer amount of options and tactical rules tend to scare off new players (unless they were invested in wargames such as Warhammer before trying role-playing games). Most new and casual players just want to know what to roll to make an attack.</p><p></p><p>Also, on the issue of balance, I have come to the conclusion that complete balance in all areas of the game is an untenable holy grail. Should "balance" even be that important? The idea that every class has to be the absolute best at one area strikes me as somewhat of an artificial "meta-game" idea. I don't mind classes being inherently unbalanced as long as all of them have some role to play. </p><p></p><p>As far as the OP's contention that the fighter is not that powerful compared to other classes such as the cleric, I would caution saying that we have only seen an early draft of the playtest rules. From what we have heard there will probably be some more maneuvers presented in the next iteration. It is very likely that the fighter will get some bonuses to the said maneuvers. Also, one must remember that the spells are a limited resource. Sure Crusader's Strike will give you an extra 1d6 damage, but it only last for an hour and most adventures I've played in have more than one combat per game day.</p></blockquote><p></p>
[QUOTE="shadow, post: 5959694, member: 2182"] I suppose that I'm somewhat of a "grognard" at heart. With that said, I disagree with a lot of what the OP mentioned. One thing that I liked about the playtest rules was that they seemed fairly simple, without all the AEDU powers and tactics. I can see how some people, especially fans of 4e, would be somewhat disappointed with the current iteration of the playtest rules. However, for me and many people D&D is a role-playing game rather than a tactical miniatures game. Although most adventures will involve combat, tactics and strategy are not as important as telling an exciting story. I like the idea of quick combats that can be resolved without the use of miniatures and battle grids. (What the 5e design team is calling "theater of the mind".) When I play, I want to get into an adventure story rather than having to worry about using the right tactical option at the right time during combat. I don't want to be overwhelmed by the sheer amount of "powers" my fighter has to pick from during combat. I have found that the sheer amount of options and tactical rules tend to scare off new players (unless they were invested in wargames such as Warhammer before trying role-playing games). Most new and casual players just want to know what to roll to make an attack. Also, on the issue of balance, I have come to the conclusion that complete balance in all areas of the game is an untenable holy grail. Should "balance" even be that important? The idea that every class has to be the absolute best at one area strikes me as somewhat of an artificial "meta-game" idea. I don't mind classes being inherently unbalanced as long as all of them have some role to play. As far as the OP's contention that the fighter is not that powerful compared to other classes such as the cleric, I would caution saying that we have only seen an early draft of the playtest rules. From what we have heard there will probably be some more maneuvers presented in the next iteration. It is very likely that the fighter will get some bonuses to the said maneuvers. Also, one must remember that the spells are a limited resource. Sure Crusader's Strike will give you an extra 1d6 damage, but it only last for an hour and most adventures I've played in have more than one combat per game day. [/QUOTE]
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