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Reasons Why My Interest in 5e is Waning
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<blockquote data-quote="Sebkha" data-source="post: 6553051" data-attributes="member: 6790832"><p>The WotC (and WotC-derived) versions of D&D are all enjoyable in surprisingly different ways, and in each case I think it's somewhat to do with the different way you "win" each of them.</p><p></p><p>The 3e lineage is about rules mastery. You win it the week before the campaign starts, by planning your next dozen levels of cunningly broken prestige class interactions, optimizing every magic item slot, and stacking a zillion buffs. You're hungry for every level as that master plan slowly unfolds. Breaking the system is the fun, and a system that's been crushed under its own bloated weight provides endless opportunity.</p><p></p><p>4e excels as an actual boardgame. You win it in the heat of battle, right there at the table, by getting to know your fellow combatants and pulling off precisely coordinated combos with a mix of planning and improvisation. No other edition rewards tactical mastery so handsomely.</p><p></p><p>In 5e the inspiration mechanic is so powerful that you win the game by gaining and spending inspiration as rapidly as possible. It's crucial to have bonds and flaws that you can flaunt to catch the DM's attention, intra-personal drama with your other party members, and madcap schemes in which hilarity can ensue.</p><p></p><p>...admittedly, I'm caricaturing the editions outrageously and the idea of "winning" an RPG is dubious, but my point is that each of the games rewards different approaches. I enjoyed being a rules lawyer in 3e, enjoyed being a tactician in 4e, and now I'm thoroughly enjoying being a thespian in 5e.</p></blockquote><p></p>
[QUOTE="Sebkha, post: 6553051, member: 6790832"] The WotC (and WotC-derived) versions of D&D are all enjoyable in surprisingly different ways, and in each case I think it's somewhat to do with the different way you "win" each of them. The 3e lineage is about rules mastery. You win it the week before the campaign starts, by planning your next dozen levels of cunningly broken prestige class interactions, optimizing every magic item slot, and stacking a zillion buffs. You're hungry for every level as that master plan slowly unfolds. Breaking the system is the fun, and a system that's been crushed under its own bloated weight provides endless opportunity. 4e excels as an actual boardgame. You win it in the heat of battle, right there at the table, by getting to know your fellow combatants and pulling off precisely coordinated combos with a mix of planning and improvisation. No other edition rewards tactical mastery so handsomely. In 5e the inspiration mechanic is so powerful that you win the game by gaining and spending inspiration as rapidly as possible. It's crucial to have bonds and flaws that you can flaunt to catch the DM's attention, intra-personal drama with your other party members, and madcap schemes in which hilarity can ensue. ...admittedly, I'm caricaturing the editions outrageously and the idea of "winning" an RPG is dubious, but my point is that each of the games rewards different approaches. I enjoyed being a rules lawyer in 3e, enjoyed being a tactician in 4e, and now I'm thoroughly enjoying being a thespian in 5e. [/QUOTE]
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