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Rule of Three: 20/3/12
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<blockquote data-quote="I'm A Banana" data-source="post: 5856709" data-attributes="member: 2067"><p><u>Minions</u></p><p>I like minions. I'm a fan of the "effectively 1 hp, but not REALLY 1 hp" compromise, in part because it does away with the awkward and weird "immune to half damage except for some fluff you might want to add about them grunting in pain that doesn't actually matter to the mechanics of the thing." Presuming that monsters have damage values that are viable for longer periods of time, and that it's easy to turn a dice roll into an average, I think that 5e minions will functionally replicate 4e minions while better preserving the reality and flow of the game. I like the idea I can send 100 orcs to challenge a level 20 character!</p><p></p><p><u>Alignments</u></p><p>Well, these things are iconic, and if the simplest D&D version also needs to be the most iconic, I suppose they need to be in there, along with some of the iconic items that vary with an alignment. Limiting many of the alignment effects to creatures that embody the alignment rather than just people who have the alignment makes a lot of sense, and is a good compromise that a lot of people have been using anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Oh, and just swap out "True Neutral" with "Unaligned," and you have 4e's best contribution to the alignment system (a slight change in verbiage) right there. </p><p></p><p><u>Fighter Attacks & Spells</u></p><p>I really like that this makes clear stuff like: "Fireball might do the equivalent damage to three attacks. Fighters get three attacks." I really like the feel of fighter combos, the whole 1-2-3-punch of them. I'm a little concerned they'll slow down play, but maybe with all the other streamlining options, it'll be fine (and they probably slow it down about as much as a wizard rolling for all the fireball attacks and damage, anyway). </p><p></p><p>The article was a little vaguer on class mechanics being distinctive, but I think this line was solid:</p><p></p><p>So, in other words, fighter maneuvers and cleric spells aren't just the same effects, slightly adjusted (4e's powers method). The are different from the ground up, because the classes are different. And that's very encouraging.</p><p></p><p>Oh, and as for this:</p><p></p><p>The context of the paragraph makes it crystal clear to me that Rodney was running, for the duration of that paragraph, with the *assumption* that this was true, since that allowed him to talk about what would happen if it were true. </p><p></p><p>Perhaps instead of "Since" he might've said "as long as," but it's a whole lot of mountain-out-of-molehilling going on with that one word.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5856709, member: 2067"] [U]Minions[/U] I like minions. I'm a fan of the "effectively 1 hp, but not REALLY 1 hp" compromise, in part because it does away with the awkward and weird "immune to half damage except for some fluff you might want to add about them grunting in pain that doesn't actually matter to the mechanics of the thing." Presuming that monsters have damage values that are viable for longer periods of time, and that it's easy to turn a dice roll into an average, I think that 5e minions will functionally replicate 4e minions while better preserving the reality and flow of the game. I like the idea I can send 100 orcs to challenge a level 20 character! [U]Alignments[/U] Well, these things are iconic, and if the simplest D&D version also needs to be the most iconic, I suppose they need to be in there, along with some of the iconic items that vary with an alignment. Limiting many of the alignment effects to creatures that embody the alignment rather than just people who have the alignment makes a lot of sense, and is a good compromise that a lot of people have been using anyway. :) Oh, and just swap out "True Neutral" with "Unaligned," and you have 4e's best contribution to the alignment system (a slight change in verbiage) right there. [U]Fighter Attacks & Spells[/U] I really like that this makes clear stuff like: "Fireball might do the equivalent damage to three attacks. Fighters get three attacks." I really like the feel of fighter combos, the whole 1-2-3-punch of them. I'm a little concerned they'll slow down play, but maybe with all the other streamlining options, it'll be fine (and they probably slow it down about as much as a wizard rolling for all the fireball attacks and damage, anyway). The article was a little vaguer on class mechanics being distinctive, but I think this line was solid: So, in other words, fighter maneuvers and cleric spells aren't just the same effects, slightly adjusted (4e's powers method). The are different from the ground up, because the classes are different. And that's very encouraging. Oh, and as for this: The context of the paragraph makes it crystal clear to me that Rodney was running, for the duration of that paragraph, with the *assumption* that this was true, since that allowed him to talk about what would happen if it were true. Perhaps instead of "Since" he might've said "as long as," but it's a whole lot of mountain-out-of-molehilling going on with that one word. [/QUOTE]
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