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Community
General Tabletop Discussion
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How much should 5e aim at balance?
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<blockquote data-quote="Ratskinner" data-source="post: 5985112" data-attributes="member: 6688937"><p>Yup. We just got done with a brief 1e campaign a few months ago. I'll stand by my statements/opinions. It doesn't necessarily make it a terrible experience, either. On the whole, I would say that 1e started out pretty gamist, but there are lots of little "sim" parts scattered around the rules. Its the "coherent" part that I'd disagree with. Even from the start, though, people were trying to add more sim. Looking at the products and changes up through 2e, until the structures of the AD&D system couldn't handle it anymore. </p><p></p><p></p><p></p><p>Whew, big paragraph. As far as 4e supporting any agendas <em>well</em>... ::shrug:: ...my point is that it jogged well gamist from 3e, at least in overall design. Personally, I find the whole structure of 4e and its powers very gamist. It may be "bloodless and perfunctory", but the whole engine is set up to provide the party with a continuous series of mildly difficult victories. I would say the "success rate" or "win ratio" for the PCs is much higher than 1e, and its far more forgiving to the PCs. The game's defined mechanics and terms are fairly standardized and divorced from the SIS (frex: you move squares not feet, you can "trip" a cube, fireballs fill a cubic volume, etc.) Most of the things about 4e that [MENTION=42582]pemerton[/MENTION] describes as Narrative I would describe as "Color". I agree that Pem seems to have a unique take on 4e.</p><p></p><p>I'm not sure how you consider 4e to have a "a pretty brutal prepwork to fun ratio." My personal experience is that 4e is very easy to prep for.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5985112, member: 6688937"] Yup. We just got done with a brief 1e campaign a few months ago. I'll stand by my statements/opinions. It doesn't necessarily make it a terrible experience, either. On the whole, I would say that 1e started out pretty gamist, but there are lots of little "sim" parts scattered around the rules. Its the "coherent" part that I'd disagree with. Even from the start, though, people were trying to add more sim. Looking at the products and changes up through 2e, until the structures of the AD&D system couldn't handle it anymore. Whew, big paragraph. As far as 4e supporting any agendas [I]well[/I]... ::shrug:: ...my point is that it jogged well gamist from 3e, at least in overall design. Personally, I find the whole structure of 4e and its powers very gamist. It may be "bloodless and perfunctory", but the whole engine is set up to provide the party with a continuous series of mildly difficult victories. I would say the "success rate" or "win ratio" for the PCs is much higher than 1e, and its far more forgiving to the PCs. The game's defined mechanics and terms are fairly standardized and divorced from the SIS (frex: you move squares not feet, you can "trip" a cube, fireballs fill a cubic volume, etc.) Most of the things about 4e that [MENTION=42582]pemerton[/MENTION] describes as Narrative I would describe as "Color". I agree that Pem seems to have a unique take on 4e. I'm not sure how you consider 4e to have a "a pretty brutal prepwork to fun ratio." My personal experience is that 4e is very easy to prep for. [/QUOTE]
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How much should 5e aim at balance?
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