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Explain 5(.5)e to me
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<blockquote data-quote="Jahydin" data-source="post: 9797109" data-attributes="member: 6984869"><p>[USER=7042199]@GothmogIV[/USER] </p><p>Lots of great comments here, but since we like similar games, I figured I'd give you my perspective as well.</p><p></p><p>My group and I were heavily into Pathfinder 1e and I think we were all beginning to get burnt out of on the high level crunch and the sheer amount of work it took to design characters, especially if someone was eyeballing a Prestige Class. I began to remember AD&D from my youth didn't seem to have such hangups, so began to get into the OSR since so many players/designers in that space felt the same way. I knew my regular group would never play those sorts of games though; but maybe I could borrow some of the ideas to make my next campaign better.</p><p></p><p>It wasn't very long until the 5e playtests started to trickle out and was immediately intrigued. Mearls and team really understood what made each edition great and cobbled together an awesome set of rules that bridged TSR and WotC D&D perfectly IMO. (You might be interested to know, one early version had a skill system pretty close to C&C Siege engine even!) We played through the Caves of Chaos and noted levels 1-3 felt very "OSR". Once we progressed to the later levels, the game began to feel a little more 3e in complexity and power-level. But for us, that was a positive; it was like getting two versions of D&D in one!</p><p></p><p>But the best part? I could play this edition of D&D with ANYONE! Grogs, young kids, causual gaming friends, hell, even first dates; it seemed to be fun and accessible to all.</p><p></p><p>It wasn't until many years later the cracks in the system began to show up. I wasn't too concerned though, because the initial 5e core was just supposed to be a simple foundation that was going to be expounded upon later. It was only a matter of time before someone was going to crack their knuckles and get down to tweaking the combat math and really lay down solid advice on how to build challanging adventures. But after 6 years or so, it was apparent the interest in making this a good <strong>game </strong>(mechancily) just wasn't there. D&D 2024 was the only edition to come out in my lifetime that I've ignored. I honestly don't know a single person IRL that has bought it.</p><p></p><p>I still think the system has a lot of promise and love to see the various ways others have made it better (shout out to Level Up!). I'm also happy to see Mike Mearls rolling up his sleeves and finally getting around to fixing things up.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9797109, member: 6984869"] [USER=7042199]@GothmogIV[/USER] Lots of great comments here, but since we like similar games, I figured I'd give you my perspective as well. My group and I were heavily into Pathfinder 1e and I think we were all beginning to get burnt out of on the high level crunch and the sheer amount of work it took to design characters, especially if someone was eyeballing a Prestige Class. I began to remember AD&D from my youth didn't seem to have such hangups, so began to get into the OSR since so many players/designers in that space felt the same way. I knew my regular group would never play those sorts of games though; but maybe I could borrow some of the ideas to make my next campaign better. It wasn't very long until the 5e playtests started to trickle out and was immediately intrigued. Mearls and team really understood what made each edition great and cobbled together an awesome set of rules that bridged TSR and WotC D&D perfectly IMO. (You might be interested to know, one early version had a skill system pretty close to C&C Siege engine even!) We played through the Caves of Chaos and noted levels 1-3 felt very "OSR". Once we progressed to the later levels, the game began to feel a little more 3e in complexity and power-level. But for us, that was a positive; it was like getting two versions of D&D in one! But the best part? I could play this edition of D&D with ANYONE! Grogs, young kids, causual gaming friends, hell, even first dates; it seemed to be fun and accessible to all. It wasn't until many years later the cracks in the system began to show up. I wasn't too concerned though, because the initial 5e core was just supposed to be a simple foundation that was going to be expounded upon later. It was only a matter of time before someone was going to crack their knuckles and get down to tweaking the combat math and really lay down solid advice on how to build challanging adventures. But after 6 years or so, it was apparent the interest in making this a good [B]game [/B](mechancily)[B] [/B]just wasn't there. D&D 2024 was the only edition to come out in my lifetime that I've ignored. I honestly don't know a single person IRL that has bought it. I still think the system has a lot of promise and love to see the various ways others have made it better (shout out to Level Up!). I'm also happy to see Mike Mearls rolling up his sleeves and finally getting around to fixing things up. [/QUOTE]
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