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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7020475" data-attributes="member: 6694190"><p>I do not know if I agree on this. I think 4th edition rather made every character have to care about resources - healing surges left, action points left, second winds left, encounter powers left, daily powers left, etc. In previous edition you as a fighter almost only had to care about Hit Points, that was it. Then you had to fiddle with potions, and other finite resources, which 4th Edition tried to limit but brought back in later books. The complexity hit everybody, not only spell casters. Some players did not like that. </p><p></p><p>Then you can always play the game differently, but 4th edition in its "tone of communication" from WotC was very much "play it this way or the highway". WotC learnt this the hard way and in 5e they were much more humble and provides great options for DMs that want to have another style of play, pre-built into the rules - thereby pleasing a much larger crowd of players and DMs.</p><p></p><p>I also think that some of the "d&d feeling" got lost in the ambitions to make descriptions simple, small things like a bag of holding exploding if put into an extra dimensional space. These were small things that helped in creating the "magic" feeling of D&D. I am putting these text snippets back into my magic item descriptions before handing them out these days.</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7020475, member: 6694190"] I do not know if I agree on this. I think 4th edition rather made every character have to care about resources - healing surges left, action points left, second winds left, encounter powers left, daily powers left, etc. In previous edition you as a fighter almost only had to care about Hit Points, that was it. Then you had to fiddle with potions, and other finite resources, which 4th Edition tried to limit but brought back in later books. The complexity hit everybody, not only spell casters. Some players did not like that. Then you can always play the game differently, but 4th edition in its "tone of communication" from WotC was very much "play it this way or the highway". WotC learnt this the hard way and in 5e they were much more humble and provides great options for DMs that want to have another style of play, pre-built into the rules - thereby pleasing a much larger crowd of players and DMs. I also think that some of the "d&d feeling" got lost in the ambitions to make descriptions simple, small things like a bag of holding exploding if put into an extra dimensional space. These were small things that helped in creating the "magic" feeling of D&D. I am putting these text snippets back into my magic item descriptions before handing them out these days. [/QUOTE]
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