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General Tabletop Discussion
*Dungeons & Dragons
New Spellcasting Blocks for Monsters --- Why?!
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<blockquote data-quote="Hussar" data-source="post: 8662276" data-attributes="member: 22779"><p>Again, I think you're making much more about minor details and losing sight of the larger picture. So much of 4e is built right into 5e that you ignore.</p><p></p><p>Two step recovery, for one. The concepts of short and long rest. Sure, 5e short rests are longer, but, that doesn't change the fact that you have most classes based around encounters with just enough dailies to keep going for a full day.</p><p></p><p>You seem to think that there is a serious imbalance between classes which I just don't see. All the classes are built on one of three chassis, instead of a single chassis in 4e, but, still far more standardized than in earlier editions. Cantrips? Who cares about cantrips? I've almost never seen any issues with cantrips. Yeah, I think that fighters should get at will stuff too, fair enough, but, meh, that's a pretty minor thing. Magic items absolutely ARE optional and are completely unnecessary. Nor are they necessary for game balance. The classes do just fine without them.</p><p></p><p>Like I said, we're just not going to agree here. WHere you see major imbalances and big changes, I see minor stuff that I simply don't care about and don't impact the game. Nobody "falls behind" on proficiency because of bounded accuracy. You should almost never have a DC higher than 15 in an entire campaign, at any level. Which means that proficiencies work pretty much exactly like they did in 4e - about a 66% chance of success most of the time.</p><p></p><p>To me, 5e is a revision of 4e. They play almost exactly the same. The design goals are very close to the same. And that's why we're seeing EXACTLY the same criticisms today that we saw fifteen years ago. The only thing is, it took some people are really long time to recognize that these design goals were there all the way along, just phrased in just the right way to avoid issues.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8662276, member: 22779"] Again, I think you're making much more about minor details and losing sight of the larger picture. So much of 4e is built right into 5e that you ignore. Two step recovery, for one. The concepts of short and long rest. Sure, 5e short rests are longer, but, that doesn't change the fact that you have most classes based around encounters with just enough dailies to keep going for a full day. You seem to think that there is a serious imbalance between classes which I just don't see. All the classes are built on one of three chassis, instead of a single chassis in 4e, but, still far more standardized than in earlier editions. Cantrips? Who cares about cantrips? I've almost never seen any issues with cantrips. Yeah, I think that fighters should get at will stuff too, fair enough, but, meh, that's a pretty minor thing. Magic items absolutely ARE optional and are completely unnecessary. Nor are they necessary for game balance. The classes do just fine without them. Like I said, we're just not going to agree here. WHere you see major imbalances and big changes, I see minor stuff that I simply don't care about and don't impact the game. Nobody "falls behind" on proficiency because of bounded accuracy. You should almost never have a DC higher than 15 in an entire campaign, at any level. Which means that proficiencies work pretty much exactly like they did in 4e - about a 66% chance of success most of the time. To me, 5e is a revision of 4e. They play almost exactly the same. The design goals are very close to the same. And that's why we're seeing EXACTLY the same criticisms today that we saw fifteen years ago. The only thing is, it took some people are really long time to recognize that these design goals were there all the way along, just phrased in just the right way to avoid issues. [/QUOTE]
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