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<blockquote data-quote="Gorg" data-source="post: 9846427" data-attributes="member: 7029501"><p>Totally off-topic, but your comment on 3e art reminded me of an exchange in Dragon Mag's letters. One writer expressed his strong distaste for the new art by calling it Dark Dungeonpunk Noir. Everything spiky and edgy looking- for no functional reason.</p><p></p><p> A couple issues later someone responded with the (now all-too-common) " As a player of Cyberpunk, I'm offended!!". It was both funny, and sad...</p><p></p><p> Anyhow:</p><p></p><p>Likes: </p><p></p><p> - in general, I liked the direction first 3e, then 5e took. ESP the unified dice mechanic.</p><p></p><p>- doing away with silly things like racial class and level limits. (which we had jettisoned almost immediately)</p><p></p><p>- Advantage/Disadvantage. Simple, elegant, does the job. </p><p></p><p>- making Clerics actually interesting and fun to play!! Rogues, too.</p><p></p><p>- adding the Barbarian as a core class. I do like the 5e version better than 3e's. It always annoyed me that the extra Rage hp were tied to the Con increase- and thus NOT bonus HP. So a walking, talking Barbarian could just drop dead, if he dropped his rage after taking damage. Giving them Damage resistance was a better solution, IMO.</p><p></p><p>- the 2014 spellcasting. or spontaneous casting for everyone! I like at will cantrips! I HATED the 3 hp 1st level magic user with ONE spell... (even more so, if you had "that DM" that made you roll to see if you could learn spells, and if no- you could NEVER learn it!) You were an occasionally useful baby that everyone had to carry and protect for quite a few levels. 3e was a big move in this direction, 5e finished the job.</p><p></p><p>- making all classes attainable right off the bat. Not locking some behind extremely high minimum ability requirements- at a time when 3d6 IN ORDER, was the official method of ability generation.</p><p></p><p>- a general philosophy of yes you can! (and here's how) vs the old school NO!!! (because reasons)</p><p></p><p>- the newer multi-classing system. You gain a level. Choose to continue in your current class, or another. The splitting XP, and defined choices of earlier editions were less user friendly...</p><p></p><p>Dislikes:</p><p></p><p>- concentration. And more specifically, the one size fits all way it gets used. An awful lot of spells should either be instantaneous or have a defined duration. To me, this is a reversion to the arbitrary mechanics of AD&D.</p><p></p><p>- the big ol hardcover adventures/ mini campaigns. Pain it the butt to use at a table is what they are... Goodman Games really took that concept and ran with it with their conversions of classic adventures. HUGE books, containing reprints of every release of that adventure, plus the 5e conversion. Great Googly Moogly!! I liked the small, single modules- with maps printed on the inside cover, so I could stand them up and SEE them without paging back and forth constantly... Much easier to find that bit of info I need on the fly, too.</p><p></p><p>- Warlocks.</p><p></p><p>- Dragon born</p><p></p><p>-Tieflings. or for that matter, the anything goes with character race that really accelerated with books like Tashas and Xanathars.</p><p></p><p>- the introduction of video gamey character BUILDS as the game, or at least a mini game.</p><p></p><p>- the modern multi-classing system. And the silly one level dips, and I gotta have EVERY SKILL/ABILITY!!!! mentality it supports.</p><p></p><p>- the new lore changes. uh, no.</p><p></p><p>- the new undead abilities in the 2025 MM. No save, no way to avoid or cure it, just bam= HA HA!! your character sucks now! They're a hardass evil DM's dream. </p><p></p><p>- in general, the latest incarnation of the game leaves me cold. Not for me.</p><p></p><p></p><p>minor hatie: I loved the 3.5e version of the monster summoning spells! a much more useful selection, and the ability to summon more lower level ones with a higher level spell. I rolled up a 5e Summoner wizard just to have some fun with this- and those spells are gone... The subclass abilities are kinda meh, as well. BOOOOO!</p></blockquote><p></p>
[QUOTE="Gorg, post: 9846427, member: 7029501"] Totally off-topic, but your comment on 3e art reminded me of an exchange in Dragon Mag's letters. One writer expressed his strong distaste for the new art by calling it Dark Dungeonpunk Noir. Everything spiky and edgy looking- for no functional reason. A couple issues later someone responded with the (now all-too-common) " As a player of Cyberpunk, I'm offended!!". It was both funny, and sad... Anyhow: Likes: - in general, I liked the direction first 3e, then 5e took. ESP the unified dice mechanic. - doing away with silly things like racial class and level limits. (which we had jettisoned almost immediately) - Advantage/Disadvantage. Simple, elegant, does the job. - making Clerics actually interesting and fun to play!! Rogues, too. - adding the Barbarian as a core class. I do like the 5e version better than 3e's. It always annoyed me that the extra Rage hp were tied to the Con increase- and thus NOT bonus HP. So a walking, talking Barbarian could just drop dead, if he dropped his rage after taking damage. Giving them Damage resistance was a better solution, IMO. - the 2014 spellcasting. or spontaneous casting for everyone! I like at will cantrips! I HATED the 3 hp 1st level magic user with ONE spell... (even more so, if you had "that DM" that made you roll to see if you could learn spells, and if no- you could NEVER learn it!) You were an occasionally useful baby that everyone had to carry and protect for quite a few levels. 3e was a big move in this direction, 5e finished the job. - making all classes attainable right off the bat. Not locking some behind extremely high minimum ability requirements- at a time when 3d6 IN ORDER, was the official method of ability generation. - a general philosophy of yes you can! (and here's how) vs the old school NO!!! (because reasons) - the newer multi-classing system. You gain a level. Choose to continue in your current class, or another. The splitting XP, and defined choices of earlier editions were less user friendly... Dislikes: - concentration. And more specifically, the one size fits all way it gets used. An awful lot of spells should either be instantaneous or have a defined duration. To me, this is a reversion to the arbitrary mechanics of AD&D. - the big ol hardcover adventures/ mini campaigns. Pain it the butt to use at a table is what they are... Goodman Games really took that concept and ran with it with their conversions of classic adventures. HUGE books, containing reprints of every release of that adventure, plus the 5e conversion. Great Googly Moogly!! I liked the small, single modules- with maps printed on the inside cover, so I could stand them up and SEE them without paging back and forth constantly... Much easier to find that bit of info I need on the fly, too. - Warlocks. - Dragon born -Tieflings. or for that matter, the anything goes with character race that really accelerated with books like Tashas and Xanathars. - the introduction of video gamey character BUILDS as the game, or at least a mini game. - the modern multi-classing system. And the silly one level dips, and I gotta have EVERY SKILL/ABILITY!!!! mentality it supports. - the new lore changes. uh, no. - the new undead abilities in the 2025 MM. No save, no way to avoid or cure it, just bam= HA HA!! your character sucks now! They're a hardass evil DM's dream. - in general, the latest incarnation of the game leaves me cold. Not for me. minor hatie: I loved the 3.5e version of the monster summoning spells! a much more useful selection, and the ability to summon more lower level ones with a higher level spell. I rolled up a 5e Summoner wizard just to have some fun with this- and those spells are gone... The subclass abilities are kinda meh, as well. BOOOOO! [/QUOTE]
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