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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Mike Mearls on how D&D 4E could have looked
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<blockquote data-quote="doctorbadwolf" data-source="post: 7765047" data-attributes="member: 6704184"><p>I had the same reaction to the idea of different power acquisition schedules. I would have loved to see the option of passive abilities in place of powers, but they should be balanced for their "slot", and the choice should come on the same schedule. </p><p></p><p>Hell, I'd rather see feats cut in half, and have "major and minor feats" as part of the power acquisition. At level x, you can choose a Daily Power or Major Feat. At level y you can choose an Encounter Power or Minor Feat. Etc. </p><p></p><p>Having different classes recharge their powers differently feels like needless book keeping for the sake of arbitrary difference, to me. Recharging with rests is simple, and easily flavored to taste. </p><p></p><p>While I agree on power bloat being bad for the game (shared powers would have helped a lot. each class wouldn't only need defining powers that do something other classes of the same power source or role can't do), the primal defender was thematically appropriate, and an excellent class. Wardens are one of the best classes in 4e. Invokers were apparently great, according to my player who loves playing priests but doesn't like the classic armored cleric. </p><p></p><p> I'll never understand this, I think. Why would the feat that lets someone just do something with no "DM may I" or whatever, mean that other PCs can't also do it if it makes sense? </p><p></p><p></p><p>A lot of groups, not just DMs, and not just "bad" or new groups/DMs, don't like homebrewing or houseruling, and improvisation reliant games (ie, games that aren't much codified) can make them feel like that is all they're doing. It is also easier to run into snags regarding different ideas about what humans are capable of, both in real life and in terms of heroic fiction. </p><p></p><p></p><p></p><p>I'm pretty sure Mike really liked 4e, and like many of us that loved it, has many changes he'd like to make because it is frustrating close to the RPG he really really wants to play. I imagine that 5e is the same way for him, since a decent number of design choices came down to feedback, rather than what he and Jeremy wanted.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7765047, member: 6704184"] I had the same reaction to the idea of different power acquisition schedules. I would have loved to see the option of passive abilities in place of powers, but they should be balanced for their "slot", and the choice should come on the same schedule. Hell, I'd rather see feats cut in half, and have "major and minor feats" as part of the power acquisition. At level x, you can choose a Daily Power or Major Feat. At level y you can choose an Encounter Power or Minor Feat. Etc. Having different classes recharge their powers differently feels like needless book keeping for the sake of arbitrary difference, to me. Recharging with rests is simple, and easily flavored to taste. While I agree on power bloat being bad for the game (shared powers would have helped a lot. each class wouldn't only need defining powers that do something other classes of the same power source or role can't do), the primal defender was thematically appropriate, and an excellent class. Wardens are one of the best classes in 4e. Invokers were apparently great, according to my player who loves playing priests but doesn't like the classic armored cleric. I'll never understand this, I think. Why would the feat that lets someone just do something with no "DM may I" or whatever, mean that other PCs can't also do it if it makes sense? A lot of groups, not just DMs, and not just "bad" or new groups/DMs, don't like homebrewing or houseruling, and improvisation reliant games (ie, games that aren't much codified) can make them feel like that is all they're doing. It is also easier to run into snags regarding different ideas about what humans are capable of, both in real life and in terms of heroic fiction. I'm pretty sure Mike really liked 4e, and like many of us that loved it, has many changes he'd like to make because it is frustrating close to the RPG he really really wants to play. I imagine that 5e is the same way for him, since a decent number of design choices came down to feedback, rather than what he and Jeremy wanted. [/QUOTE]
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Mike Mearls on how D&D 4E could have looked
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