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<blockquote data-quote="Willie the Duck" data-source="post: 9842941" data-attributes="member: 6799660"><p> <ul> <li data-xf-list-type="ul">I like that there are now dwarven wizards, (playable) elven clerics, and non-human paladins.</li> <li data-xf-list-type="ul">I like that being an elf is no longer a huge list of benefits counterbalanced by class limitations, plus not being able to advance to levels the group might not see.</li> <li data-xf-list-type="ul">I like that there is an attempt to make thieves (well, rogues) approximately similar in power/utility/enjoyment to play as fighters or wizards, instead of the balance being something like 'well, next time you'll get to play the fighter' or 'your other character is a wizard.'</li> <li data-xf-list-type="ul">I like that there is an attempt to make all the classes have similar power/utility/enjoyment to play at most levels, instead of some starting off great but declining and others starting off rather limited but reaching unequalled heights at really high (again, which a given group might never reach) levels.</li> <li data-xf-list-type="ul">I like that they have tried to make there not be a small subset of weapons (mostly lances, longbows, and either 1- or 2-handed swords) that are strictly best (both directly and in frequency of magic item drops) and it not clear why anyone would choose to use anything else.</li> <li data-xf-list-type="ul">I like that bludgeoning weapons are no longer also-ran items that clerics get to use (and thus be second-tier combatants). </li> <li data-xf-list-type="ul">I like that it was recognized that the cleric had become something of a hit point battery for the rest of the party, and that that wasn't all that fun to play (but someone 'had to,' just like someone 'had to' play the thief). Admittedly the fixes have ranged all over the map (from build-a-bear specialty priests to CoDzilla to 5e cleric-less overnight full heals). </li> <li data-xf-list-type="ul">I like that it has been recognized that everyone is not going to have come from the same background with the same fictional inspirations for wanting to be involved in a fantasy game as E. Gary Gygax did in the 1970s. That ranges from having no specific affinity for mechanics that mirror the tales of Jack Vance to wanting to play a warrior that does not resemble a medieval (or renaissance-but-without-gunpowder) European knight to wanting to play as a woman without a bunch of excessive limits to your power fantasy to wanting to play as non-human species not included in the works of Tolkien. </li> <li data-xf-list-type="ul">I generally like the movement away from constraining extreme power with extreme unlikeliness, extreme inconvenience, lifetime limits (that don't matter in one-offs), or 1% chances of killing your character (permanently) instead of the intended effect. No-save cursed magic items where having a very specific spell prepared (maybe by someone else) when you first handle them is the only way not to permanently die fall into this category. </li> </ul></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9842941, member: 6799660"] [LIST] [*]I like that there are now dwarven wizards, (playable) elven clerics, and non-human paladins. [*]I like that being an elf is no longer a huge list of benefits counterbalanced by class limitations, plus not being able to advance to levels the group might not see. [*]I like that there is an attempt to make thieves (well, rogues) approximately similar in power/utility/enjoyment to play as fighters or wizards, instead of the balance being something like 'well, next time you'll get to play the fighter' or 'your other character is a wizard.' [*]I like that there is an attempt to make all the classes have similar power/utility/enjoyment to play at most levels, instead of some starting off great but declining and others starting off rather limited but reaching unequalled heights at really high (again, which a given group might never reach) levels. [*]I like that they have tried to make there not be a small subset of weapons (mostly lances, longbows, and either 1- or 2-handed swords) that are strictly best (both directly and in frequency of magic item drops) and it not clear why anyone would choose to use anything else. [*]I like that bludgeoning weapons are no longer also-ran items that clerics get to use (and thus be second-tier combatants). [*]I like that it was recognized that the cleric had become something of a hit point battery for the rest of the party, and that that wasn't all that fun to play (but someone 'had to,' just like someone 'had to' play the thief). Admittedly the fixes have ranged all over the map (from build-a-bear specialty priests to CoDzilla to 5e cleric-less overnight full heals). [*]I like that it has been recognized that everyone is not going to have come from the same background with the same fictional inspirations for wanting to be involved in a fantasy game as E. Gary Gygax did in the 1970s. That ranges from having no specific affinity for mechanics that mirror the tales of Jack Vance to wanting to play a warrior that does not resemble a medieval (or renaissance-but-without-gunpowder) European knight to wanting to play as a woman without a bunch of excessive limits to your power fantasy to wanting to play as non-human species not included in the works of Tolkien. [*]I generally like the movement away from constraining extreme power with extreme unlikeliness, extreme inconvenience, lifetime limits (that don't matter in one-offs), or 1% chances of killing your character (permanently) instead of the intended effect. No-save cursed magic items where having a very specific spell prepared (maybe by someone else) when you first handle them is the only way not to permanently die fall into this category. [/LIST] [/QUOTE]
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