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Petty Reasons I Might Buy 5e
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<blockquote data-quote="Capricia" data-source="post: 6322654" data-attributes="member: 6777135"><p>I have a few reasons.</p><p></p><p>1. The focus on design that works. Rather than lots of abilities that you need to synergize and optimize like 4e, or the really ridiculous number stacking game of 3.5, or the flat out "We designed this cool ability but it only works once a week and has an 80% failure rate" of 2e, 5e seems like they've finally decided to design abilities that do what you would think they do. Compare the pathfinder fighter's Bravery to the 5e fighter's Indomitable. Rolling twice on every single save ever is a whole lot more exciting and unique than a piddly +3 bonus against fear that still means your save is lower than the Bard's.</p><p></p><p>2. It's easy to take apart and screw around with. 4e is probably the best designed of the DnD games, maybe even a bit more than 5e. But it has so many moving parts, there really isn't a lot of room to tinker with it. Homebrew and third party content is a bare fraction of what it was with 3.5, because 3.5 went with a more basic class design. Admittidly, that design was "Let's just throw stuff at the wall and see what sticks", but come on. Half the people who loathe 3.5 can also tell you how its grappling rules work, and they've probably "fixed" the fighter, rogue, and monk in their own way many times. 5e has that flexibility on steroids, with its flat math, advantage/disadvantage system, subclasses, and the entire DMG being dedicated to hacking the game just the way you want it.</p><p></p><p>3. Simplicity. Basic dnd sounds really awesome to me. I love the idea of throwing something together really quick and then just having it work. I like that you can swap ability boosts for feats, and I'm hoping that feats don't disappoint. I like how in the latest mearl's interview he went out of his way to explain that they didn't want tokens or a grid in the starter set specifically because they were embracing theater of the mind and wanting to make sure that players knew that noncombat was a perfectly valid option. No matter what with 4e, all those moving parts and interacting powers made it feel too boardgame-y to me.</p><p></p><p>...these might not be petty enough.</p></blockquote><p></p>
[QUOTE="Capricia, post: 6322654, member: 6777135"] I have a few reasons. 1. The focus on design that works. Rather than lots of abilities that you need to synergize and optimize like 4e, or the really ridiculous number stacking game of 3.5, or the flat out "We designed this cool ability but it only works once a week and has an 80% failure rate" of 2e, 5e seems like they've finally decided to design abilities that do what you would think they do. Compare the pathfinder fighter's Bravery to the 5e fighter's Indomitable. Rolling twice on every single save ever is a whole lot more exciting and unique than a piddly +3 bonus against fear that still means your save is lower than the Bard's. 2. It's easy to take apart and screw around with. 4e is probably the best designed of the DnD games, maybe even a bit more than 5e. But it has so many moving parts, there really isn't a lot of room to tinker with it. Homebrew and third party content is a bare fraction of what it was with 3.5, because 3.5 went with a more basic class design. Admittidly, that design was "Let's just throw stuff at the wall and see what sticks", but come on. Half the people who loathe 3.5 can also tell you how its grappling rules work, and they've probably "fixed" the fighter, rogue, and monk in their own way many times. 5e has that flexibility on steroids, with its flat math, advantage/disadvantage system, subclasses, and the entire DMG being dedicated to hacking the game just the way you want it. 3. Simplicity. Basic dnd sounds really awesome to me. I love the idea of throwing something together really quick and then just having it work. I like that you can swap ability boosts for feats, and I'm hoping that feats don't disappoint. I like how in the latest mearl's interview he went out of his way to explain that they didn't want tokens or a grid in the starter set specifically because they were embracing theater of the mind and wanting to make sure that players knew that noncombat was a perfectly valid option. No matter what with 4e, all those moving parts and interacting powers made it feel too boardgame-y to me. ...these might not be petty enough. [/QUOTE]
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