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How is 5E like 4E?
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<blockquote data-quote="Undrave" data-source="post: 8355625" data-attributes="member: 7015698"><p>Then don't play the game that has those rules then. </p><p></p><p>By trying to please everyone, 5e basically gutted the bite of Healing Surge management, and didn't replace it with anything (except Spell Slots I guess) it's the whole point of the complaint. </p><p></p><p>And, again, Healing Surge drain could be use to expedite minor encounter and simply narrate them quickly. You don't need to worry about rolling for damage from a trap, and if you find a trap and don't know how to disarm it, you can often just see the guy with the most Healing Surge decide to 'take one for the team'.</p><p></p><p>You could even easily abstract a combat against low level enemies by simply asking for a few rolls from the party and saying "Bob, you were in the front of the marching order so you lose a healing surge, but you guys dispatch the kobolds quickly without effort." </p><p></p><p>I don't think there's a single resource in 5e that is universal to every class that could be used to quickly deal with minor encounters like this and reach that fabled 6-8 'encounter' a day. </p><p></p><p></p><p></p><p>A lot of 4e feat were somewhat flat bonuses, but Multiclassing was, originally, only done through feats. Each feat granted you one skill training related to the class and then one THING you could do. For exemple, my Cleric took the MC Paladin Feat that allowed him to use the Paladin's Divine Challenge once per Encounter. Combining this with picking encounter power that would allow me to mark, my Cleric was able to off-tank if needed. You also had the Ritualist feat for characters without it as a class feature.</p><p></p><p>Those feats are the most like those found in 5e with things like Magic Initiate, for exemple, and some of the Tasha feats. </p><p></p><p>Another fun set were the Channel Divinity ones that granted you a new Channel Divinity option based on your Deity. Those were neat and flavourful.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8355625, member: 7015698"] Then don't play the game that has those rules then. By trying to please everyone, 5e basically gutted the bite of Healing Surge management, and didn't replace it with anything (except Spell Slots I guess) it's the whole point of the complaint. And, again, Healing Surge drain could be use to expedite minor encounter and simply narrate them quickly. You don't need to worry about rolling for damage from a trap, and if you find a trap and don't know how to disarm it, you can often just see the guy with the most Healing Surge decide to 'take one for the team'. You could even easily abstract a combat against low level enemies by simply asking for a few rolls from the party and saying "Bob, you were in the front of the marching order so you lose a healing surge, but you guys dispatch the kobolds quickly without effort." I don't think there's a single resource in 5e that is universal to every class that could be used to quickly deal with minor encounters like this and reach that fabled 6-8 'encounter' a day. A lot of 4e feat were somewhat flat bonuses, but Multiclassing was, originally, only done through feats. Each feat granted you one skill training related to the class and then one THING you could do. For exemple, my Cleric took the MC Paladin Feat that allowed him to use the Paladin's Divine Challenge once per Encounter. Combining this with picking encounter power that would allow me to mark, my Cleric was able to off-tank if needed. You also had the Ritualist feat for characters without it as a class feature. Those feats are the most like those found in 5e with things like Magic Initiate, for exemple, and some of the Tasha feats. Another fun set were the Channel Divinity ones that granted you a new Channel Divinity option based on your Deity. Those were neat and flavourful. [/QUOTE]
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