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Heroes of Neverwinter as 5e Preview?
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<blockquote data-quote="Wycen" data-source="post: 5757627" data-attributes="member: 13732"><p>I've played it and still play it. It's gotten a little grindy and while I'm at level 6, only 1 other friend is that high and only 1 is level 5, most of them stopped at level 2. </p><p></p><p>It is a version of 4E that I can play and enjoy, though the socialization with friends around the table is missing as is any role playing, but to answer your other questions:</p><p></p><p>Could these simpler elements translate to a TRPG? Yes, simply don't bother with a battle map, or any map at all.</p><p></p><p>Can we survive with simpler? Would our games benefit from it? We could survive but it depends on what or who's benefiting. Combat Advantage or that feat that gives you more attacks of opportunity is less useful when you freeform combat unless you pester the DM constantly to consider factors like that.</p><p></p><p>Do these things resonate with what you've "read into" Mike and Monte's musings? I generally read the small blurb Mark of CMG's posts here and/or the first paragraph from Monte, but I'm not really interested that much.</p><p></p><p>Do you see anything in this from other games you play (not D&D) that you love? Not really. The encounter format used is crap, reminds me of the final 3.5 days with a map and explanation of how combat might work with no interactive role play what so ever. I just love that it takes care of all the rules/heavy lifting for me.</p><p></p><p>What might still be missing that could be added to this if it were a framework? Multi-branching quests, overland travel or something to make it less compartmentalized (see above answer).</p></blockquote><p></p>
[QUOTE="Wycen, post: 5757627, member: 13732"] I've played it and still play it. It's gotten a little grindy and while I'm at level 6, only 1 other friend is that high and only 1 is level 5, most of them stopped at level 2. It is a version of 4E that I can play and enjoy, though the socialization with friends around the table is missing as is any role playing, but to answer your other questions: Could these simpler elements translate to a TRPG? Yes, simply don't bother with a battle map, or any map at all. Can we survive with simpler? Would our games benefit from it? We could survive but it depends on what or who's benefiting. Combat Advantage or that feat that gives you more attacks of opportunity is less useful when you freeform combat unless you pester the DM constantly to consider factors like that. Do these things resonate with what you've "read into" Mike and Monte's musings? I generally read the small blurb Mark of CMG's posts here and/or the first paragraph from Monte, but I'm not really interested that much. Do you see anything in this from other games you play (not D&D) that you love? Not really. The encounter format used is crap, reminds me of the final 3.5 days with a map and explanation of how combat might work with no interactive role play what so ever. I just love that it takes care of all the rules/heavy lifting for me. What might still be missing that could be added to this if it were a framework? Multi-branching quests, overland travel or something to make it less compartmentalized (see above answer). [/QUOTE]
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