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General Tabletop Discussion
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Does anyone else feel like the action economy and the way actions work in general in 5e both just suck?
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<blockquote data-quote="atanakar" data-source="post: 7941753" data-attributes="member: 65762"><p>I don't disagree that some rules of 3.5 and 4e are better written when taken individually.</p><p></p><p>After a long play test and many surveys the designers decided they needed to create a game that was <strong>entry level</strong> and that was appealing to the «<strong>soft clienteles</strong>» of both the TSR and D20 periods. The risk of alienating the hard core Old School and d20 Proselytes was not a risk, since it was going to happen anyway. There was also the possible gain of «<strong>soft</strong>» Pathfinder players who switched because they didn't like D&D4e. D&D5e was designed to be strategically placed as a <strong>bridge</strong> (sweet spot) between AD&D2e and D&D d20.</p><p></p><p>That is why D&D5e is the way it is. It's simple, easy to understand and offers fast customization. It's wide and semi-vague (<strong>impressionist</strong>) as opposed narrow and focused (<strong>hyper realist</strong>) like d20 and 4e. This design strategy allows each «<strong>table</strong>» to play the game the way they want - just like during the old school era, as opposed to the d20 and 4e era in which the rules attempted to <strong>force</strong> every «table» to strive to play a single (<strong>correct</strong>) way. Plugging hyper realist rules into an impressionistic system does not work.</p><p></p><p>I vastly prefer the D&D 5e design approach. Honestly, D&D hasn't felt like D&D to me since I moved from AD&D2e to D&D3e. Now with D&D 5e I have the same «<strong>feel good</strong>» buzz I used to get in the 80s-90s.</p></blockquote><p></p>
[QUOTE="atanakar, post: 7941753, member: 65762"] I don't disagree that some rules of 3.5 and 4e are better written when taken individually. After a long play test and many surveys the designers decided they needed to create a game that was [B]entry level[/B] and that was appealing to the «[B]soft clienteles[/B]» of both the TSR and D20 periods. The risk of alienating the hard core Old School and d20 Proselytes was not a risk, since it was going to happen anyway. There was also the possible gain of «[B]soft[/B]» Pathfinder players who switched because they didn't like D&D4e. D&D5e was designed to be strategically placed as a [B]bridge[/B] (sweet spot) between AD&D2e and D&D d20. That is why D&D5e is the way it is. It's simple, easy to understand and offers fast customization. It's wide and semi-vague ([B]impressionist[/B]) as opposed narrow and focused ([B]hyper realist[/B]) like d20 and 4e. This design strategy allows each «[B]table[/B]» to play the game the way they want - just like during the old school era, as opposed to the d20 and 4e era in which the rules attempted to [B]force[/B] every «table» to strive to play a single ([B]correct[/B]) way. Plugging hyper realist rules into an impressionistic system does not work. I vastly prefer the D&D 5e design approach. Honestly, D&D hasn't felt like D&D to me since I moved from AD&D2e to D&D3e. Now with D&D 5e I have the same «[B]feel good[/B]» buzz I used to get in the 80s-90s. [/QUOTE]
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Does anyone else feel like the action economy and the way actions work in general in 5e both just suck?
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