Imaro
Legend
Because you question why people aren't playing other D&D games when they want other tropes.
No that wasn't my point... my point is if you don't want D&D tropes why not play a different game?
Because you question why people aren't playing other D&D games when they want other tropes.
Usually if you're wanting to jump, it's because there's a specific distance you want to clear, right (like a chasm)? Compare that to the distance the PC can jump. If the distance needed is greater than the PC can manage without a roll, DM decides and ideally says before the action is committed to what the DC is. There aren't the various overly-granular tables of 3.x, but it's not really horribly difficult.
@Oofta and @FrogReaver and anyone else who felt 4e characters were same due to some aspect of unified mechanical structure.
I’m curious. Have you guys played Magic the Gathering? If so, what do you feel about the deck archetypes/themes and the unified mechanical structure? Does it feel “samey” to you in the same way that 4e does? If not, why?
And it’s pretty insulting when a thing you love is treated as a tale of caution by people who never lacked the option not to play it, and whose campaign of hate against it successfully resulted in support for it being withdrawn.
Upthread I used the example of 5e's Battlemaster Manuevers and Warlock spell slots. Both recover on a short rest but are otherwise mechanically distinct in a way that Encounter powers are not.)
OK hold it I find encounter powers way more distinct than a short rest all on their own regardless of whether you call the pts dice... ki points ... or slots ... mana points.
My fighter or Rogues in character Encounter power is a trick that I can only use against a given character once. This is my favorite and short rest abilities model them poorly.
My Druids Encounter power is a trick that requires the venue either be purified with a ritual after its been cast in order to do it again or that there be a significant change of scene.
My Wizards Encounter power is a magical incantation very vancian style which I can only contain once and I have to pull back in by a glance at my books easily done in a minute or so.
This other fighter sees his encounter power (a huge massive jump perhaps) as straining a certain calve muscle in a specify way and a short rest works fine.
To me short rest feels less flexible and less able to represent cool things.
There are definitely ways to add IC diversity to the Encounter power model, and the ones you list seem like good ones. I'll I'm saying is that, OOC, Encounter powers are structurally identical to each other in the same way that 5e spells are structurally identical to each other. (There may be limited exceptions in each case, I'm arguing in the general case.) By contrast, in 5e Warlock spells are structurally distinct from Battlemaster manuevers.
I realize that not everyone cares about the structural level, and if you don't my point may not be relevant to your experience. The structure matters to me though (see the parts of my post where I talk about maintaining pre-existing relationships in a system being modeled), and so the structure is relevant to why I personally felt 4e classes (or, more specifically, 4e powers) were too "samey".
I've also said in the past that I don't think its a coincidence as (a) Heinsoo loved indie games and (b) Magic team members at WotC apparently had some input on the game's design.
Many of my players who are familiar with MtG have stated that playing their character feels like playing a magic deck (both the decision-point inputs and outputs and the thematic diversity), except they've used it as an extremely positive descriptor.