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Mearl's Book Design Philosophy
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<blockquote data-quote="Imaro" data-source="post: 6935996" data-attributes="member: 48965"><p>I can readily believe that different people had different experiences... </p><p> </p><p></p><p></p><p>But that's not a function of the rules being simpler... it's a function of the tools, effort, etc. of someone or something creating play aids and it can be done for 5e as well. </p><p></p><p></p><p></p><p> See i don't get that... you look in the book it tells you how many spells of each level you know and can cast. I can wonder why it was done a certain way but that doesn't create complexity in usage at the table once i have my spells. or am i missing what exactly the complexity is in referencing my level for spell slots on a table. I just don't get this complaint.</p><p></p><p>As for actions 4e has 7 action types... standard, move, immediate interrupts, immediate reactions, minor actions, free actions and no actions. in 5e you have an action, move action, reaction & bonus action. You're telling me knowing you can move fluidly while taking actions is harder then understanding, remembering and utilizing 3 more categories of actions? Again I don't see it. hat I did see in 4e was players and DM's forgetting about certain actions because of the complexity of both interactions and the sheer number to take into account. This IMO is much more confusing than you can take an action at any time during your movement. Different strokes for different folks I guess. </p><p></p><p></p><p></p><p>But the powers do different things. I mean it's like saying everyone in 5e uses at-wills, short rests and daily abilities... yes if you say what type of power recharge something has someone can tell you if you can use it again or not but this doesn't help you actually understand what the power (4e) or ability (5e) does. Also in 5e everyone has the same general actions as well... right?</p><p></p><p></p><p></p><p>Again you're ignoring complexity like the action economy cited above, things like weapon properties you have to keep track of, the abilities for class, paragon path and epic destinies and so on... </p><p></p><p></p><p></p><p>True but I also think sometimes we underestimate, at least in younger players, their ability to process and understand complexity in games from a player perspective. I'm constantly amazed at some of the complexity (again from a player perspective) in the videogames my son and nephew play...</p></blockquote><p></p>
[QUOTE="Imaro, post: 6935996, member: 48965"] I can readily believe that different people had different experiences... But that's not a function of the rules being simpler... it's a function of the tools, effort, etc. of someone or something creating play aids and it can be done for 5e as well. See i don't get that... you look in the book it tells you how many spells of each level you know and can cast. I can wonder why it was done a certain way but that doesn't create complexity in usage at the table once i have my spells. or am i missing what exactly the complexity is in referencing my level for spell slots on a table. I just don't get this complaint. As for actions 4e has 7 action types... standard, move, immediate interrupts, immediate reactions, minor actions, free actions and no actions. in 5e you have an action, move action, reaction & bonus action. You're telling me knowing you can move fluidly while taking actions is harder then understanding, remembering and utilizing 3 more categories of actions? Again I don't see it. hat I did see in 4e was players and DM's forgetting about certain actions because of the complexity of both interactions and the sheer number to take into account. This IMO is much more confusing than you can take an action at any time during your movement. Different strokes for different folks I guess. But the powers do different things. I mean it's like saying everyone in 5e uses at-wills, short rests and daily abilities... yes if you say what type of power recharge something has someone can tell you if you can use it again or not but this doesn't help you actually understand what the power (4e) or ability (5e) does. Also in 5e everyone has the same general actions as well... right? Again you're ignoring complexity like the action economy cited above, things like weapon properties you have to keep track of, the abilities for class, paragon path and epic destinies and so on... True but I also think sometimes we underestimate, at least in younger players, their ability to process and understand complexity in games from a player perspective. I'm constantly amazed at some of the complexity (again from a player perspective) in the videogames my son and nephew play... [/QUOTE]
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