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Does anyone else run 5th Edition from a 4th edition perspective?
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<blockquote data-quote="Xaelvaen" data-source="post: 7232469" data-attributes="member: 6681906"><p>No, @OP, you are not alone. I was never huge on 4E, but it had some innovative and brilliant aspects of it, diamonds in the rough, so to speak, that just called to me - so I use them no matter what game I play. Monsters are the primary source of this - if I want the characters to face a solitary creature, I don't want to just throw some jacked-up CR at them - it takes away the enjoyment of -every- type of character getting to enjoy the game. In example, if you throw a monster 4 or 5 CRs above the APL, they can handle it, but the monster simply always hits (save those ridiculously rare 1s on my DM dice). My groups tend to find it really boring if the monster's turn is boiled down to a few impossible saves or automatic hits.</p><p></p><p>Thus, 4E has remained my monster-building inspiration to date, such as adding unique powers (even fighting-styles for more 'mundane' creatures). I know 5E has some built-in cooldown mechanics, but it's typically just for a breath weapon or something you'd expect a creature to have - one of my favorite parts of 4E was finding those monster powers the players -didn't- expect them to have, and that's the kind of game my players want - something to keep them on their toes and 'always leave them wanting more.'</p><p></p><p>I also created a 'Talent' system for 5E, that works like the feats of 4E. They are watered down abilities that players can use to customize their characters on a limited basis. I even brought over specifically some of the Dragonborn racial feats from 4E. Of course, what's good for players, is good for monsters.</p><p></p><p>All in all, I guess we run a fairly mechanically-driven 5E game when it comes to combat. When the tokens/pewters hit the squares, we're ready for wargame mode. For everything else, we've always just kind of winged it, including now - but then again, that's basically what 5E is - wing it.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7232469, member: 6681906"] No, @OP, you are not alone. I was never huge on 4E, but it had some innovative and brilliant aspects of it, diamonds in the rough, so to speak, that just called to me - so I use them no matter what game I play. Monsters are the primary source of this - if I want the characters to face a solitary creature, I don't want to just throw some jacked-up CR at them - it takes away the enjoyment of -every- type of character getting to enjoy the game. In example, if you throw a monster 4 or 5 CRs above the APL, they can handle it, but the monster simply always hits (save those ridiculously rare 1s on my DM dice). My groups tend to find it really boring if the monster's turn is boiled down to a few impossible saves or automatic hits. Thus, 4E has remained my monster-building inspiration to date, such as adding unique powers (even fighting-styles for more 'mundane' creatures). I know 5E has some built-in cooldown mechanics, but it's typically just for a breath weapon or something you'd expect a creature to have - one of my favorite parts of 4E was finding those monster powers the players -didn't- expect them to have, and that's the kind of game my players want - something to keep them on their toes and 'always leave them wanting more.' I also created a 'Talent' system for 5E, that works like the feats of 4E. They are watered down abilities that players can use to customize their characters on a limited basis. I even brought over specifically some of the Dragonborn racial feats from 4E. Of course, what's good for players, is good for monsters. All in all, I guess we run a fairly mechanically-driven 5E game when it comes to combat. When the tokens/pewters hit the squares, we're ready for wargame mode. For everything else, we've always just kind of winged it, including now - but then again, that's basically what 5E is - wing it. [/QUOTE]
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Does anyone else run 5th Edition from a 4th edition perspective?
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