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Explain 5(.5)e to me
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<blockquote data-quote="TiQuinn" data-source="post: 9795763" data-attributes="member: 4871"><p>This feels like I have to state qualifications before stating my opinions so let's just say I've been playing D&D since 1989, not counting all the time before it where I was just basically playing solo as a kid because I couldn't find someone to play with.</p><p></p><p>I enjoy it for all the reasons that it turns you and your crew off. I wanted to be powerful. I want my character to feel heroic. I don't want to wait to fight the dragon or the beholders. I like the various options. I was having fun just building characters again, some that I'd never get to play probably, but just for the sake of building them.</p><p></p><p>I love 2e to death, but I remember I was ready for it to be over. I was tired of multi-classing my fighter with a thief or a mage just to get some sort of ability that could make the character feel fun. Kits felt like a band-aid approach with some solid entries, but others that did nothing to provide dynamism to the characters. There had to be something more to do with these characters. There had to be a better "way", i.e. system. We used Mayfair Games' Blood and Steel rules for martial characters, and that helped provide some variety to fighters. When Skills and Powers came out, we dropped Blood and Steel for it, and had a whole campaign with it. Our group loved it, though it crumpled under the weight of the rules. Staying power of the system became a thing to watch for. 3rd edition/3.5 did not solve that problem, though it was better than Skills and Powers, IMO. It was fine for early levels but we also realized that combats were taking forever and a day to resolve, people were forgetting bonuses and abilities, and it felt unmanageable. The point is, even as early as about 1992 - we were ready for a game that allowed PCs to do heroic things.</p><p></p><p>Fast forward to 5e...different group now, but I got the itch to play again after taking a good 12 years off from playing due to just normal life events. 5e solved those problems I had with 3e and Skills and Powers. The game feels balanced from a playability sense - not in terms of power curve or this class is balanced versus that class, but balanced in terms of how easily I could manage the character sheet in front of me.</p><p></p><p>I've actually gone back to OSR games for a bit, and the play is much different, but I also expect that. If I go back to 2e, I have it set in my head that one game is designed for a totally different play style than 5e. I don't have to fight with that edition any more to do things that it probably was never designed to do. I can let 2e (or 1e) do what it does best, because I have 5e now for the heroic part.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9795763, member: 4871"] This feels like I have to state qualifications before stating my opinions so let's just say I've been playing D&D since 1989, not counting all the time before it where I was just basically playing solo as a kid because I couldn't find someone to play with. I enjoy it for all the reasons that it turns you and your crew off. I wanted to be powerful. I want my character to feel heroic. I don't want to wait to fight the dragon or the beholders. I like the various options. I was having fun just building characters again, some that I'd never get to play probably, but just for the sake of building them. I love 2e to death, but I remember I was ready for it to be over. I was tired of multi-classing my fighter with a thief or a mage just to get some sort of ability that could make the character feel fun. Kits felt like a band-aid approach with some solid entries, but others that did nothing to provide dynamism to the characters. There had to be something more to do with these characters. There had to be a better "way", i.e. system. We used Mayfair Games' Blood and Steel rules for martial characters, and that helped provide some variety to fighters. When Skills and Powers came out, we dropped Blood and Steel for it, and had a whole campaign with it. Our group loved it, though it crumpled under the weight of the rules. Staying power of the system became a thing to watch for. 3rd edition/3.5 did not solve that problem, though it was better than Skills and Powers, IMO. It was fine for early levels but we also realized that combats were taking forever and a day to resolve, people were forgetting bonuses and abilities, and it felt unmanageable. The point is, even as early as about 1992 - we were ready for a game that allowed PCs to do heroic things. Fast forward to 5e...different group now, but I got the itch to play again after taking a good 12 years off from playing due to just normal life events. 5e solved those problems I had with 3e and Skills and Powers. The game feels balanced from a playability sense - not in terms of power curve or this class is balanced versus that class, but balanced in terms of how easily I could manage the character sheet in front of me. I've actually gone back to OSR games for a bit, and the play is much different, but I also expect that. If I go back to 2e, I have it set in my head that one game is designed for a totally different play style than 5e. I don't have to fight with that edition any more to do things that it probably was never designed to do. I can let 2e (or 1e) do what it does best, because I have 5e now for the heroic part. [/QUOTE]
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