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Living Dice Article: "Is It Really D&D Next?"
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<blockquote data-quote="Dias Ex Machina" data-source="post: 5930992" data-attributes="member: 58907"><p>The comments that followed the article seem to indicate that some people might have read it but not understood it. 4th Edition had its problems, most notably the power-system and the reliance of defined “encounters”, but it also contributed the franchise in many ways. This 5th Edition was designed to emulate the feel of previous editions; this much is obvious, but the article was meant to convey the hope that it still stand on its own as well as being an evolution of the previous dozen or so editions and revisions. As of the current stage of development, it still feels a bit too retro. It’s gotten better, but by no means am I declaring the rules either bad or a carbon copy of 3rd Edition, because at no point do I make that accusation. </p><p></p><p>I still have hope the rules will improve and take advantage of some of the DM-friendly contributions of 4th Edition. Defenders still have to make saving throws for area effects, mind you, something I've never been a fan of, but at least direct spells now target AC, though this results in two different combat mechanics for spells. I have said that monsters should be enclosed stat blocks with little reference to anything outside of the manual, and it’s an opinion that won’t change. I have other issues detached form my experience as a DM/GM, most notably the impression that character options are more limited. At character creation, you got to select a class, a race, a feat (or two), 4-6 skills with point distribution, gear, and (if you had the right books) a background and theme. Now you select race, class, a background, a theme, and gear. Backgrounds and Themes were elements introduced with later books, now combined to be integral to character creation. But back then they were separate and thus offered more customization.</p><p></p><p>Of course, why should I complain? If this is the philosophy of 5th Edition, it will make publishing books for it so much easier.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 5930992, member: 58907"] The comments that followed the article seem to indicate that some people might have read it but not understood it. 4th Edition had its problems, most notably the power-system and the reliance of defined “encounters”, but it also contributed the franchise in many ways. This 5th Edition was designed to emulate the feel of previous editions; this much is obvious, but the article was meant to convey the hope that it still stand on its own as well as being an evolution of the previous dozen or so editions and revisions. As of the current stage of development, it still feels a bit too retro. It’s gotten better, but by no means am I declaring the rules either bad or a carbon copy of 3rd Edition, because at no point do I make that accusation. I still have hope the rules will improve and take advantage of some of the DM-friendly contributions of 4th Edition. Defenders still have to make saving throws for area effects, mind you, something I've never been a fan of, but at least direct spells now target AC, though this results in two different combat mechanics for spells. I have said that monsters should be enclosed stat blocks with little reference to anything outside of the manual, and it’s an opinion that won’t change. I have other issues detached form my experience as a DM/GM, most notably the impression that character options are more limited. At character creation, you got to select a class, a race, a feat (or two), 4-6 skills with point distribution, gear, and (if you had the right books) a background and theme. Now you select race, class, a background, a theme, and gear. Backgrounds and Themes were elements introduced with later books, now combined to be integral to character creation. But back then they were separate and thus offered more customization. Of course, why should I complain? If this is the philosophy of 5th Edition, it will make publishing books for it so much easier. [/QUOTE]
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