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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7749050" data-attributes="member: 6873517"><p>I never really encountered that particular attitude in 3.X myself, although that might have been more just who I knew, but boy was that the norm in 4E.</p><p></p><p></p><p></p><p>My reason for tinkering is rarely for balance reasons, although there's some of that of course. Often it's because the RAW do one thing and I want to do something else. With 4E, it was really set up to emphasize a certain synergy type play with a group of 5 PCs that covered the assigned roles and a general assumption that the <em>players</em> were really engaged and very system-knowledgeable. If you had 7 PCs, it often super laggy just due to the burden and various off-turn actions. God help you if there was a bard or either an avenger or barbarian in the party, with lots of ability to either act off-turn or to turn minor actions into attacks. </p><p></p><p>If you had fewer PCs or wanted to, say, run a rogues-only game, it was much more difficult to do. In my 3.5 game, I had some races being all gestalt characters (essentially two classes at once) with others having Eberron style action points. It worked surprisingly well though on paper it would have been totally broken. It turned out the action economy and MAD kept things in check. 4E was just such an intricate set of dependencies and synergies that I never felt confident enough to do that. Truth be told, I didn't really love it enough to want to either, especially given how rules-lawyer-y it seemed to make players. I was initially skeptical of 5E but was converted very quickly. </p><p></p><p>You're right, thought, 4E was pretty well designed and I do think the designers had some very good ideas. I wish some of those had been more directly carried forward into 5E. For example, having healing activate hit dice is a good thing. I also wish they'd have kept fewer saving throws or defenses rather than having as many as they did. </p><p></p><p>Oh, for anyone who really likes 4E, evidently they're working on a tabletop version of <em>Pillars of Eternity</em>, which is very clearly built on the 4E lineage.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7749050, member: 6873517"] I never really encountered that particular attitude in 3.X myself, although that might have been more just who I knew, but boy was that the norm in 4E. My reason for tinkering is rarely for balance reasons, although there's some of that of course. Often it's because the RAW do one thing and I want to do something else. With 4E, it was really set up to emphasize a certain synergy type play with a group of 5 PCs that covered the assigned roles and a general assumption that the [I]players[/I] were really engaged and very system-knowledgeable. If you had 7 PCs, it often super laggy just due to the burden and various off-turn actions. God help you if there was a bard or either an avenger or barbarian in the party, with lots of ability to either act off-turn or to turn minor actions into attacks. If you had fewer PCs or wanted to, say, run a rogues-only game, it was much more difficult to do. In my 3.5 game, I had some races being all gestalt characters (essentially two classes at once) with others having Eberron style action points. It worked surprisingly well though on paper it would have been totally broken. It turned out the action economy and MAD kept things in check. 4E was just such an intricate set of dependencies and synergies that I never felt confident enough to do that. Truth be told, I didn't really love it enough to want to either, especially given how rules-lawyer-y it seemed to make players. I was initially skeptical of 5E but was converted very quickly. You're right, thought, 4E was pretty well designed and I do think the designers had some very good ideas. I wish some of those had been more directly carried forward into 5E. For example, having healing activate hit dice is a good thing. I also wish they'd have kept fewer saving throws or defenses rather than having as many as they did. Oh, for anyone who really likes 4E, evidently they're working on a tabletop version of [I]Pillars of Eternity[/I], which is very clearly built on the 4E lineage. [/QUOTE]
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