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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="MwaO" data-source="post: 7025815" data-attributes="member: 12749"><p>Part of the thing to be aware of is that Next focused on a bunch of design concepts that then weren't actually implemented. Because they're kind of unworkable with the assumptions that either D&D or 5e make:</p><p>No assumptions of what the day usually ought to look like. You could encounter monsters you're not supposed to be able to defeat! = 6-8 medium/hard encounters with 2 short rests spaced at the 1/3rd & 2/3rds points.</p><p></p><p>Bounded Accuracy where no assumption of level in to-hit or defense for monsters = Proficiency where level determines bonus to or defense for monsters.</p><p></p><p>No assumptions about numerical bonuses to hit from magic items = A typical campaign that ought to hand a +3 to hit from magic over the course of going from 1-20. And because of this, is exactly half the speed of 4e's rate of advancement in terms of expected + to hit.</p><p></p><p>And TotM, which works great when the PCs have almost no options because they're somewhere between 1st and 3rd level = no mention of rules on how to do it. And that makes sense because of what was mentioned about 13th Age - if you actually have rules for TotM, it is going to feel a bit strange and off-putting at first. But if you think that's how the game is played, off to the races...</p><p></p><p>------</p><p></p><p>But because those ideas that 5e *could* do those things was a heavily emphasized part of the playtest, some people think 5e actually has those ideas at the center. When they're actually discarded design ideals in the same way that Mearls thought he had a great mass combat system for 5e that we never ended up seeing. Or the tactical modules that would make 5e 4e like. Which again, haven't showed up yet.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7025815, member: 12749"] Part of the thing to be aware of is that Next focused on a bunch of design concepts that then weren't actually implemented. Because they're kind of unworkable with the assumptions that either D&D or 5e make: No assumptions of what the day usually ought to look like. You could encounter monsters you're not supposed to be able to defeat! = 6-8 medium/hard encounters with 2 short rests spaced at the 1/3rd & 2/3rds points. Bounded Accuracy where no assumption of level in to-hit or defense for monsters = Proficiency where level determines bonus to or defense for monsters. No assumptions about numerical bonuses to hit from magic items = A typical campaign that ought to hand a +3 to hit from magic over the course of going from 1-20. And because of this, is exactly half the speed of 4e's rate of advancement in terms of expected + to hit. And TotM, which works great when the PCs have almost no options because they're somewhere between 1st and 3rd level = no mention of rules on how to do it. And that makes sense because of what was mentioned about 13th Age - if you actually have rules for TotM, it is going to feel a bit strange and off-putting at first. But if you think that's how the game is played, off to the races... ------ But because those ideas that 5e *could* do those things was a heavily emphasized part of the playtest, some people think 5e actually has those ideas at the center. When they're actually discarded design ideals in the same way that Mearls thought he had a great mass combat system for 5e that we never ended up seeing. Or the tactical modules that would make 5e 4e like. Which again, haven't showed up yet. [/QUOTE]
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