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How is 5E like 4E?
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<blockquote data-quote="Willie the Duck" data-source="post: 8355829" data-attributes="member: 6799660"><p>Very much so. The 2e-5e and 4e-5e comparisons always seem to me like asking which are more similar: ambulances and race cars or ambulances and hospitals. </p><p></p><p></p><p>It is definitely the case that 5e includes many <em>rules and structures</em> which conspire to make many of the non-combat parts of the game uninteresting. <em>Goodberry </em>and the <em>Light </em>cantrip being prime culprits. With them, the careful weighing out of pre-purchased equipment and whether one should take more rations and torches that supposedly so dominated TSR-era play is just that much less true. </p><p></p><p>That said, the dirty little secret is that it wasn't necessarily better in the TSR-era. Sure <em>Goodberry </em>had expendable components (and was a greater portion of resources and it was harder to have the spell on your list) and <em>Light</em> was a levelled spell, but begs of holding were one of the more frequent magic items (and magic items were an expected part of the reward cycle much more than 5e makes them.</p><p></p><p>I think where 5e really changes things is that a single random wilderness encounter is less likely to feel like a threat. As such, being delayed (minus doom clock scenarios, which the DM can only add so many times before it feels janky) and making another wandering monster check feels like less of a threat. The more arduous rest/recharge cycles help with this significantly, when people remember to use them (and I know a lot of groups do not like changing recharge rules based on changing from dungeon to town to travel as it hurts their sense of verisimilitude). </p><p></p><p></p><p>I think the difference is that 5e combat rules are built to make the choices meaningful, and the results meaningfully different. This is decidedly less so with the wilderness rules. It certainly can be done, and done in a 5e-like framework -- they did it very well in Adventures in Middle Earth -- it's just that you have to actively pare down some very integral systems within the 5e rules (including features of classes and backgrounds that would seemingly most appeal to someone wanting to invest in the wilderness part of the game) to get there. If one had to fight the combat system half as hard to get enjoyable results, people would have complained uproariously about it (not that tactical-combat-loving 4e fans, thinking about what thread I am in, did not do that to some significant degree).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8355829, member: 6799660"] Very much so. The 2e-5e and 4e-5e comparisons always seem to me like asking which are more similar: ambulances and race cars or ambulances and hospitals. It is definitely the case that 5e includes many [I]rules and structures[/I] which conspire to make many of the non-combat parts of the game uninteresting. [I]Goodberry [/I]and the [I]Light [/I]cantrip being prime culprits. With them, the careful weighing out of pre-purchased equipment and whether one should take more rations and torches that supposedly so dominated TSR-era play is just that much less true. That said, the dirty little secret is that it wasn't necessarily better in the TSR-era. Sure [I]Goodberry [/I]had expendable components (and was a greater portion of resources and it was harder to have the spell on your list) and [I]Light[/I] was a levelled spell, but begs of holding were one of the more frequent magic items (and magic items were an expected part of the reward cycle much more than 5e makes them. I think where 5e really changes things is that a single random wilderness encounter is less likely to feel like a threat. As such, being delayed (minus doom clock scenarios, which the DM can only add so many times before it feels janky) and making another wandering monster check feels like less of a threat. The more arduous rest/recharge cycles help with this significantly, when people remember to use them (and I know a lot of groups do not like changing recharge rules based on changing from dungeon to town to travel as it hurts their sense of verisimilitude). I think the difference is that 5e combat rules are built to make the choices meaningful, and the results meaningfully different. This is decidedly less so with the wilderness rules. It certainly can be done, and done in a 5e-like framework -- they did it very well in Adventures in Middle Earth -- it's just that you have to actively pare down some very integral systems within the 5e rules (including features of classes and backgrounds that would seemingly most appeal to someone wanting to invest in the wilderness part of the game) to get there. If one had to fight the combat system half as hard to get enjoyable results, people would have complained uproariously about it (not that tactical-combat-loving 4e fans, thinking about what thread I am in, did not do that to some significant degree). [/QUOTE]
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