EzekielRaiden
Follower of the Way
And that's....bad?No, but it does make them the person who, on changing the line's direction of travel, everyone else is likely to follow.
And that's....bad?No, but it does make them the person who, on changing the line's direction of travel, everyone else is likely to follow.
Hardcore WoW is fun to play if you don't mind restarting after dying. It's the only version of the game that I play anymore.There is currently a German "Sauercrowd" Event, where Streamers are playing WoW Classic (that means basically an original version of WoW before many expansions and QoL changes) in Hardcore Mode (that means characters die are basically deleted, and WoW is not really designed for you to never die). The Goal is to run a final 40 player RAID. I've never played WoW outside a brief (and to me, boring) demo session, but I am learning a lot by watching some long-term players that were addicted to the game when it was released - including that Blizzard apparently didn't really plan for a lot of the emergent gameplay, and so didn't really know how all these mechanics would work possible. (Not sure if that is still true for the current iteration of WoW, but that game definitely has a very different gameplay from WoW Classic.)
Classes: I have a like/dislike relationship with addition of core classes, especially when they work so hard to balance them. When playing D&D, there is a side of me that likes classes to fill a role. But, there is also a side as a player that says, "It's awesome that I am the cleric and not the only one that can heal."So what changes to core D&Disms (classes, mechanics, settings, meta-game, etc) that have occurred over time do you like? Which ones could you do without?
4e's biggest problem was that it was released when the suits said rather than when it was ready; it should have launched in the state it was in in mid 2009 not mid 2008. But it really decided that if it was written for battlemaps (as literally every D&D has been) rather than going lukewarm it would use it. And had three things every battlemap system should have.I agree. 4e deserves its reputation for being the best edition D&D to DM. By making the rules clear and the players largely responsible for them, the DM focused on story.
4e is, by far, the most flavorful and narratively versatile edition of D&D.
That said. The 4e rules mostly required minis on a grid, and stopped short of embracing theater of the mind (tho there were workarounds). The 4e stories tended toward combat, albeit in a flavorful way.
The thing is 4e Essentials utterly flopped (and if we treat it as a separate edition 4e actively outlasted it). 4e fans didn't like it and 4e haters weren't going to look at it. I'd also argue that the advancement schedule was more flexible than 2e's or 5e's as you get to make choices at every level.4e could have been evergreen, but like 5e, would have 4e 2007, 4e 2010 (Essentials), 4e 2014, 4e 2024, ... if it had OGL to keep it alive. The engine would have evolved over time. Its main needs were to make the advancement schedule more flexible, understand what D&D players wanted, and most of all have an OGL to allow indies to experiment and fill in niches. All of this was doable.
But that's the thing: D&D was always playable with Theagre if the Mind. In College, when I started with 3E, we played for years without maps or minis. What you describe as being "lukewarm" was part of the sauce that makes D&D work.But it really decided that if it was written for battlemaps (as literally every D&D has been) rather than going lukewarm it would use it.
“Leader” probably isn’t the best word, but the intentions for the role are clear if you interpret the term with even the slightest bit of charity.Given that the opposite of "leader" is "follower", I don't see it as anything but the obvious interpretation: leaders lead and followers follow.
Problem is, not that many players want to play a follower.
Yeah, "the sauce that makes D&D work" is being just a little bad but not actively terrible at everything. For example ToTM 5e drives me mad because I want to know exactly how big that 20' radius is or what I can line up with the lightning bolt - and 3.X is more dependent on ToTM because of opportunity attacks being much bigger. Yes you can do it but it's annoying and heavier than it needs to be.But that's the thing: D&D was always playable with Theagre if the Mind. In College, when I started with 3E, we played for years without maps or minis. What you describe as being "lukewarm" was part of the sauce that makes D&D work.
Or, hear me out, 5E is just a bit better at working the way a lot of people were playing and enjoying those earlier Editions. Maybe that flexible approach is a feature rather than a bug.Yeah, "the sauce that makes D&D work" is being just a little bad but not actively terrible at everything. For example ToTM 5e drives me mad because I want to know exactly how big that 20' radius is or what I can line up with the lightning bolt - and 3.X is more dependent on ToTM because of opportunity attacks being much bigger. Yes you can do it but it's annoying and heavier than it needs to be.
"The sauce that makes D&D work" in this case is being MacDonalds - being the market leader that everyone can turn up to and get something on the menu from, while with any group of real people I'd prefer something better and more focused. I dislike 2e, 3.X, and 5e for this; there are better games for almost every single table than D&D.
Sure it does. When you don't know which way to go, you have to come up with something and it can be anything.Uh...what?
I don't think that follows.
These two I agree with.Evolutions I don't like:
- I never cared for "damage on a miss." Probably never will.
- I wish they hadn't moved away from monster templates. I liked the versatility and customization they brought to the game.
It's more like saying I'm a Doctor/Lawyer and I've heard of several of them. There's one guy out there with 111 Ph.D.s.
- I never liked multiclassing in any edition. Someone saying "my adventurer is a fighter/sorcerer/wizard" makes about as much sense to me as someone saying "my doctor is a doctor/doctor/doctor."
I agree with these as well, though I did solve the Christmas Tree issue buy just handing out fewer magic items.Evolutions I do like? Pretty much all of it, but especially:
- I say this as someone who is a fan of math, loves math puzzles, and does statistics for fun: the d20 system was a huge improvement over THAC0, and I can never go back.
- I'm a big fan of the Advantage/Disadvantage mechanic. I think it is far superior to the endless stack of bonuses and penalties of older editions, especially 3rd Edition/3.5 Edition.
- Magic item attunement slots. That was a brilliant way to solve the "Christmas Tree" issue I was having in earlier editions.