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New Spellcasting Blocks for Monsters --- Why?!
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<blockquote data-quote="EzekielRaiden" data-source="post: 8662234" data-attributes="member: 6790260"><p>"I didn't read your post because it was too long" is hardly a good argument. I even gave a much shorter summary, just in case the length was a problem.</p><p></p><p>5e has skin-deep similarity to 4e. Hit dice vs healing surges, cantrips vs at-wills, Proficiency vs half-level bonus (a particularly important difference!), magic items, six saves vs three defenses, and one-hour "short" rests as opposed to five-minute short rests, in each of these places the superficial similarity to 4e is present, but as soon as you look at what these things actually do and why they are present you can see that they work against anything 4e was trying to achieve. Hit dice are a sorta-kinda useful sprinkling of extra healing on top of the necessary but totally unbounded healing from other, almost always magical, sources. Cantrips are exclusive to casters and a major source of disagreement because of it. Proficiency isn't applied universally, so characters necessarily fall behind on anything they aren't specifically focusing on (particularly noticable with saves, since normal characters get only two, but it also applies to skills, with Stealth being the most pointed example.) Because magic items are allegedly optional, rather than actually being optional as they were in 4e when using the "inherent bonuses" rules, 5e characters are often starved of them, again affecting the class balance. Using rolled saves instead of static defenses makes support focused characters significantly harder to write and play, and overall favors spellcasters because you can always have a handful of different saves to target. And the one-hour short rest is all by itself a major reason why short-rest-based classes in 5e are underpowered compared to long-rest-based ones.</p><p></p><p>The only areas where the similarities are more than skin deep are skills (though that one depends HEAVILY on how the DM chooses to run it), Backgrounds (which actually do work very similarly to 4e Backgrounds+Themes; I preferred the 4e way but the 5e way isn't bad), and Feats (which SO DAMN MANY of the DMs out there will instantly tell you are not only optional but forbidden at their tables.)</p><p></p><p>In pretty much every other way, 5e differs radically from 4e.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8662234, member: 6790260"] "I didn't read your post because it was too long" is hardly a good argument. I even gave a much shorter summary, just in case the length was a problem. 5e has skin-deep similarity to 4e. Hit dice vs healing surges, cantrips vs at-wills, Proficiency vs half-level bonus (a particularly important difference!), magic items, six saves vs three defenses, and one-hour "short" rests as opposed to five-minute short rests, in each of these places the superficial similarity to 4e is present, but as soon as you look at what these things actually do and why they are present you can see that they work against anything 4e was trying to achieve. Hit dice are a sorta-kinda useful sprinkling of extra healing on top of the necessary but totally unbounded healing from other, almost always magical, sources. Cantrips are exclusive to casters and a major source of disagreement because of it. Proficiency isn't applied universally, so characters necessarily fall behind on anything they aren't specifically focusing on (particularly noticable with saves, since normal characters get only two, but it also applies to skills, with Stealth being the most pointed example.) Because magic items are allegedly optional, rather than actually being optional as they were in 4e when using the "inherent bonuses" rules, 5e characters are often starved of them, again affecting the class balance. Using rolled saves instead of static defenses makes support focused characters significantly harder to write and play, and overall favors spellcasters because you can always have a handful of different saves to target. And the one-hour short rest is all by itself a major reason why short-rest-based classes in 5e are underpowered compared to long-rest-based ones. The only areas where the similarities are more than skin deep are skills (though that one depends HEAVILY on how the DM chooses to run it), Backgrounds (which actually do work very similarly to 4e Backgrounds+Themes; I preferred the 4e way but the 5e way isn't bad), and Feats (which SO DAMN MANY of the DMs out there will instantly tell you are not only optional but forbidden at their tables.) In pretty much every other way, 5e differs radically from 4e. [/QUOTE]
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