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Did The Finished 5th Edition Change Anyone's Mind?
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<blockquote data-quote="Tony Vargas" data-source="post: 6570746" data-attributes="member: 996"><p>I had little reason to be optimistic going into the playtest. The middle packets raised some false hopes, but they were dashed before the playtest ended. I went into 5e with relatively low expectations.</p><p></p><p>Even so, 5e managed to be disappointing in just how slavishly it catered to the prejudices of the classic-D&D side of the h4ter faction, and how completely it abandoned it's early professed goals of being an all-inclusive kumbaya edition of D&D for everyone who ever loved D&D. Apart from 3e-style multiclassing, no significant improvement made to the game in the 21st century was retained in any meaningful way - there were plenty of token, vestigial nods to bits of 3e and 4e, but in bowdlerized form that didn't deliver. I suppose they figured 3.5 fans were permanently lost to Pathfinder, and 4e fans had nowhere else to go - I suppose they were right, too.</p><p></p><p>In spite of having to recognize all that, though, the final product hit me very much like the first playtest packet did. While I have to acknowledge that it's a bad game in any objective or practical sense, it is bad in just those right familiar ways that evoke the feel of the game as it was when I first got into the hobby. While that nostalgia can't sustain my interest as a player for more than an hour or two, in a more practical sense, those familiar failings do mean that I have the tools and experience to make the best of a technically bad game from the other side of the screen (and 5e /does/ work better if you get behind a DM screen, so your players aren't always aware of how much of the game you're overruling and fixing on the fly to preserve their play experience). </p><p></p><p>So, while I'm disappointed with the technical details of the game, I am still happy to see D&D in print again, and am determined to do my small part in giving new players the best possible experience with it.</p><p></p><p> That sums it up nicely - and positively.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6570746, member: 996"] I had little reason to be optimistic going into the playtest. The middle packets raised some false hopes, but they were dashed before the playtest ended. I went into 5e with relatively low expectations. Even so, 5e managed to be disappointing in just how slavishly it catered to the prejudices of the classic-D&D side of the h4ter faction, and how completely it abandoned it's early professed goals of being an all-inclusive kumbaya edition of D&D for everyone who ever loved D&D. Apart from 3e-style multiclassing, no significant improvement made to the game in the 21st century was retained in any meaningful way - there were plenty of token, vestigial nods to bits of 3e and 4e, but in bowdlerized form that didn't deliver. I suppose they figured 3.5 fans were permanently lost to Pathfinder, and 4e fans had nowhere else to go - I suppose they were right, too. In spite of having to recognize all that, though, the final product hit me very much like the first playtest packet did. While I have to acknowledge that it's a bad game in any objective or practical sense, it is bad in just those right familiar ways that evoke the feel of the game as it was when I first got into the hobby. While that nostalgia can't sustain my interest as a player for more than an hour or two, in a more practical sense, those familiar failings do mean that I have the tools and experience to make the best of a technically bad game from the other side of the screen (and 5e /does/ work better if you get behind a DM screen, so your players aren't always aware of how much of the game you're overruling and fixing on the fly to preserve their play experience). So, while I'm disappointed with the technical details of the game, I am still happy to see D&D in print again, and am determined to do my small part in giving new players the best possible experience with it. That sums it up nicely - and positively. [/QUOTE]
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