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Is 5e's Success Actually Bad for Other Games?
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<blockquote data-quote="Don Durito" data-source="post: 8306272" data-attributes="member: 6687260"><p>I honestly don't really see a lot of difference between 4e and 5e in terms of the intrusions of mechanical aspects into characters. Even since 3rd edition if I have to make a D&D character I often feel like I'm perusing the available options and then trying to ram a square peg into a round hole to get a character with the mechanics that somewhat approximates what I want to do.</p><p></p><p>Like say I want to make a character that was raised by a school of necromancers but then decided it wasn't for him and left to become a warrior. What's the best way to represent this mechanically? Take a level of Wizard, take the Magic Initiate feat? The Ritual Caster Feat? Aim for the Eldritch Knight subclass? All have trade-offs and all bring a certain level of awkwardness (eg the Eldritch Knight gives some magic but it's the wrong type of magic - not necromancy). 5e isn't really worse at this than previous editions but it's not better either.</p><p></p><p>In regards to looking at character sheets during play, I still remember the long detour I took through 3 different sections of the Players Handbook and the useless index to try and work out what the fog cloud spell my character could cast actually did. Ie. what does 'Heavily obscured' actually mean? (It certainly is not natural language). I feel like if players are spending less time looking at their character sheets in 5e it's because they haven't got what they need written on their character sheets (there's too much to write) and are therefore looking through the books or using google instead.</p><p></p><p>Or they're playing a Champion.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8306272, member: 6687260"] I honestly don't really see a lot of difference between 4e and 5e in terms of the intrusions of mechanical aspects into characters. Even since 3rd edition if I have to make a D&D character I often feel like I'm perusing the available options and then trying to ram a square peg into a round hole to get a character with the mechanics that somewhat approximates what I want to do. Like say I want to make a character that was raised by a school of necromancers but then decided it wasn't for him and left to become a warrior. What's the best way to represent this mechanically? Take a level of Wizard, take the Magic Initiate feat? The Ritual Caster Feat? Aim for the Eldritch Knight subclass? All have trade-offs and all bring a certain level of awkwardness (eg the Eldritch Knight gives some magic but it's the wrong type of magic - not necromancy). 5e isn't really worse at this than previous editions but it's not better either. In regards to looking at character sheets during play, I still remember the long detour I took through 3 different sections of the Players Handbook and the useless index to try and work out what the fog cloud spell my character could cast actually did. Ie. what does 'Heavily obscured' actually mean? (It certainly is not natural language). I feel like if players are spending less time looking at their character sheets in 5e it's because they haven't got what they need written on their character sheets (there's too much to write) and are therefore looking through the books or using google instead. Or they're playing a Champion. [/QUOTE]
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