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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="erleni" data-source="post: 5962609" data-attributes="member: 69422"><p>My 2c about what I'd look for in 5e being a great 4e fan on both sides of the screen:</p><p> </p><p>Character creation: I think Badapple nailed it down. I want maneuvers for martial characters (real ones, not trip-sunder-disarm junk) 4e or ToB style.</p><p>Improvising is great but would anybody think about improvising something like Lasting Threat or One Against Many?</p><p> </p><p>Combats: I want tactically interesting combats with a grid or map-based set-up and miniatures/tokens. I'm looking for forced movement powers and zone effects,for meaningful ways to avoid everybody running around the battlefield unscathed and terrain effects.</p><p> </p><p>Monsters: I'm looking for meaningful mosters who are not just a bag of HP or a living spellbook. </p><p> </p><p>DMing: I want an easy way to create encounters on the fly and be able to judge their difficulty at a glance.</p><p> </p><p>Rules: I want clear rules to avoid lenghty discussions at the table. And more narrative power to the players. I'm a DM for 50% of the time but I don't like the degree of power the DM had in 1-3.x editions. 4e has better DM vs. Players power balance for my taste. </p><p> </p><p>These are the main improvements I saw in 4e compared to previous editions.</p><p> </p><p>Looking at the other side, what I'd like to change and would see as an improvement over 4e:</p><p> </p><p>Multiple attacks and static bonuses: take them away!!! They have been an uncontrollable mess in all editions (see the full attack action being almost always the best solution for fighters in 3e and multiattacking being the only viable solutions for strikers in 4e, to the point that a gouge wielding wizard/Kulkor Arms Master was a viable striker). By the way they also take time at the table.</p><p> </p><p>Feat taxes: do not balance math with feats. </p><p> </p><p>Magic Items: I like what Mearls said recently. Magic items in 4e seemed a spare parts list (except artifacts and set-items).</p></blockquote><p></p>
[QUOTE="erleni, post: 5962609, member: 69422"] My 2c about what I'd look for in 5e being a great 4e fan on both sides of the screen: Character creation: I think Badapple nailed it down. I want maneuvers for martial characters (real ones, not trip-sunder-disarm junk) 4e or ToB style. Improvising is great but would anybody think about improvising something like Lasting Threat or One Against Many? Combats: I want tactically interesting combats with a grid or map-based set-up and miniatures/tokens. I'm looking for forced movement powers and zone effects,for meaningful ways to avoid everybody running around the battlefield unscathed and terrain effects. Monsters: I'm looking for meaningful mosters who are not just a bag of HP or a living spellbook. DMing: I want an easy way to create encounters on the fly and be able to judge their difficulty at a glance. Rules: I want clear rules to avoid lenghty discussions at the table. And more narrative power to the players. I'm a DM for 50% of the time but I don't like the degree of power the DM had in 1-3.x editions. 4e has better DM vs. Players power balance for my taste. These are the main improvements I saw in 4e compared to previous editions. Looking at the other side, what I'd like to change and would see as an improvement over 4e: Multiple attacks and static bonuses: take them away!!! They have been an uncontrollable mess in all editions (see the full attack action being almost always the best solution for fighters in 3e and multiattacking being the only viable solutions for strikers in 4e, to the point that a gouge wielding wizard/Kulkor Arms Master was a viable striker). By the way they also take time at the table. Feat taxes: do not balance math with feats. Magic Items: I like what Mearls said recently. Magic items in 4e seemed a spare parts list (except artifacts and set-items). [/QUOTE]
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