Incenjucar
Legend
Lets just grant that everything you say here is 100% entirely accurate, which I don't really dispute, so what?!?!
The different durations create more refined bits of balance, allowing you to have certain effects available that would be too powerful otherwise. Removing them makes designers choose between balance and fun, where in 4E they can more easily have both.
Regardless of what sort of system is created you then design a set of powers which works with the tools at hand and produces a game which does what you want it to do. I don't see a problem.
It's the difference between grayscale and full color. Sure, you can do a LOT with grayscale, and you can make some absolutely beautiful stuff with it, and it's a perfectly valid and functional palette, but it's no help if I want to make a rainbow.
Given that 5e will ALMOST CERTAINLY have, and certainly SHOULD have, a goal of providing a tactically interesting but faster-paced and less granular game who cares?
Pretty sure that tactically interesting combat is going to be a module, and not the main game.
OK, so there are some awesome combos. The developers will know that. The game will be designed around that knowledge. The challenge level and capability of monsters will be built with that in mind. As long as the designers of the game factor in how good combos are and provide the monsters with the ability to either withstand them adequately or be present in the numbers and types required to maintain a good threat level to the party it is irrelevant.
Unless they start out at a very high power level (they seem to be leaning toward the OPPOSITE), higher than 4E's power level, they'll just have to not do things they otherwise could have done under 4E.
I'd much rather see a system where a good use of your resources in a clever way is rewarded by a good solid visible result than not. All too often in 4e the problem is that you do something 'awesome' and it has very little immediate impact at the table. Some monster takes a bunch of damage, but nothing DIES.
Monsters are expected to last multiple rounds in 4E. If you don't like it, reduce their HP and increase their damage. That has nothing to do with combos. The issue of combos is that it makes certain choices worse than other choices, in ways that cannot be easily anticipated.
So, I'm going to say that having one short duration that allows for decisive exploitation of a smaller number of more significant effects is not a problem at all for 5e. Designed properly around that concept I think it will be a stronger game and tactics will be more fun and revolve a LOT less around 'fiddly' power use.
So, you're all for the return of trap options? Most of the powers I talked about were at-wills. Most at-wills do not have combos. This runs the risk of making those non-combo powers into trap options.
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