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Has the meaning of Roleplaying changed? my own thought.
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<blockquote data-quote="Lyxen" data-source="post: 8395308" data-attributes="member: 7032025"><p>I was responding to someone who was mentioning that min-maxing was strong with 5e, to which I simply responded that it's much less than in previous editions, with the rationale behind it, and that for me it's a tail-end effect, not something growing out of 5e. The reason as I see it is that, contrary to 4e which had very little in common with 3e, 5e shares a lot - at first glance - with 3e, but is actually built on very different basic principles, so it's comparatively easier to revive the spirit of the previous edition in 5e. But still, as the principles are different, it requires quite a bit of work (in particular choosing specific interpretations and recording these as house rules rather than leaving them for rulings as intended) to make it work that way.</p><p></p><p>Does it make it bad ? No, and still there are games which are as modern as 5e in which, because it's part of the basic design to have precise rules, for example, it's ingrained in the game design, and therefore much easier if it's what you are looking for. This is also why, while there are a lot of good things in 4e that were not taken on board by 5e, we abandoned it when 5e came out. Did that make 4e bad and 5e good, certainly not, it's just that it's usually much easier to use a system that is congruent to your style of play.</p><p></p><p>And again, no judgement here, we continued to play Runequest at really high Rune Levels despite the fact that the system sort of broke down there, because Hero Wars took completely different paradigms in terms of game play and we loved the technicalities of Runequest combat. It made it harder, it was not intended for it and we had to work quite a bit, but we still had tons of fun.</p><p></p><p>So would it be too much to ask for you to stop being so judgmental and actually contribute to the discussion ?</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8395308, member: 7032025"] I was responding to someone who was mentioning that min-maxing was strong with 5e, to which I simply responded that it's much less than in previous editions, with the rationale behind it, and that for me it's a tail-end effect, not something growing out of 5e. The reason as I see it is that, contrary to 4e which had very little in common with 3e, 5e shares a lot - at first glance - with 3e, but is actually built on very different basic principles, so it's comparatively easier to revive the spirit of the previous edition in 5e. But still, as the principles are different, it requires quite a bit of work (in particular choosing specific interpretations and recording these as house rules rather than leaving them for rulings as intended) to make it work that way. Does it make it bad ? No, and still there are games which are as modern as 5e in which, because it's part of the basic design to have precise rules, for example, it's ingrained in the game design, and therefore much easier if it's what you are looking for. This is also why, while there are a lot of good things in 4e that were not taken on board by 5e, we abandoned it when 5e came out. Did that make 4e bad and 5e good, certainly not, it's just that it's usually much easier to use a system that is congruent to your style of play. And again, no judgement here, we continued to play Runequest at really high Rune Levels despite the fact that the system sort of broke down there, because Hero Wars took completely different paradigms in terms of game play and we loved the technicalities of Runequest combat. It made it harder, it was not intended for it and we had to work quite a bit, but we still had tons of fun. So would it be too much to ask for you to stop being so judgmental and actually contribute to the discussion ? [/QUOTE]
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