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<blockquote data-quote="I'm A Banana" data-source="post: 6249847" data-attributes="member: 2067"><p>That's pretty true. The difference, I think, is that by the time 2e ended, most saw it as something of a relief -- it had been around for a while and had lost market dominance. And 3e's systematic improvements were an easier sell -- it's not hard to persuade people that ascending AC and a unified d20 mechanic were good ideas (not that there was universal approval!). </p><p></p><p>Whereas with 3e, there were a much bigger audience of people who were basically OK with their games (as Pathfinder's current dominance shows), and 4e's improvements were much less obviously improvements in most respects (ADEU and devil-succubi aren't the clear wins that three saves and spontaneous spellcasting were). </p><p></p><p>I think with 5e, they're being quite careful not to overly insult 4e or its players. The message is that everyone has their favorite way of playing D&D, and 4e is great at a lot of things (many of which 5e hopes to preserve). 5e is the e replacing 4e, though, and since every edition is somewhat a reaction to the edition before, it's easy to see some of 5e's touted successes (Fast encounters!) as that same sort of "fixing problems that don't exist for me." I think 5e is being more careful about that, though -- it knows not everyone will be into fast encounters. This also makes its improvements a little harder to evaluate, without seeing them in actual action, because its improvements are not a new normal, they're a new option. </p><p></p><p>At any rate, I get where people can have that impression. And 5e's fixes risk being hard sells like 4e's. The difference is mostly that 5e doesn't seem to imagine that its fixes are great for everybody. They're great for people they're great for, and will be ignored by people who play differently. That's the right attitude to take (because it matches reality), and it helps mitigate the "We fixed this sucky thing that you loved!" syndrome, but it won't eliminate it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6249847, member: 2067"] That's pretty true. The difference, I think, is that by the time 2e ended, most saw it as something of a relief -- it had been around for a while and had lost market dominance. And 3e's systematic improvements were an easier sell -- it's not hard to persuade people that ascending AC and a unified d20 mechanic were good ideas (not that there was universal approval!). Whereas with 3e, there were a much bigger audience of people who were basically OK with their games (as Pathfinder's current dominance shows), and 4e's improvements were much less obviously improvements in most respects (ADEU and devil-succubi aren't the clear wins that three saves and spontaneous spellcasting were). I think with 5e, they're being quite careful not to overly insult 4e or its players. The message is that everyone has their favorite way of playing D&D, and 4e is great at a lot of things (many of which 5e hopes to preserve). 5e is the e replacing 4e, though, and since every edition is somewhat a reaction to the edition before, it's easy to see some of 5e's touted successes (Fast encounters!) as that same sort of "fixing problems that don't exist for me." I think 5e is being more careful about that, though -- it knows not everyone will be into fast encounters. This also makes its improvements a little harder to evaluate, without seeing them in actual action, because its improvements are not a new normal, they're a new option. At any rate, I get where people can have that impression. And 5e's fixes risk being hard sells like 4e's. The difference is mostly that 5e doesn't seem to imagine that its fixes are great for everybody. They're great for people they're great for, and will be ignored by people who play differently. That's the right attitude to take (because it matches reality), and it helps mitigate the "We fixed this sucky thing that you loved!" syndrome, but it won't eliminate it. [/QUOTE]
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