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<blockquote data-quote="Quickleaf" data-source="post: 6579255" data-attributes="member: 20323"><p>Yes I did indeed; it's the DM Cheat Sheet below in my sig.</p><p></p><p>One thing nice about 5e is the Exhaustion track which sort of takes the dazed condition and some of the others from 4e that were less "self-standing concepts" and incorporates them into a track. A lot of us 4e kit-bashers often commented online that if we were to do an OGL compliant rework of 4e we'd include something like a condition track. 5e strikes a nice balance IMO with both unique conditions, an exhaustion track, and some exceptions-based design.</p><p></p><p>I agree that 4e is a very robust system. For example, folks often comment it is bad for emulating old school dungeon crawl explorations (the "heart" of D&D) because the combats take too long and don't present the opportunity for player ingenuity to overcome great odds. My experience running Dragon Mountain - and that is one old school mega dungeon - was that there are strategies a DM can use (without breaking the rules, in fact using them fully & favoring certain encounter design) to get an awesome old school vibe with 4e.</p><p></p><p>However, I would say the 4e system's strength is a more cinematic style of play, which makes sense considering Star Wars SAGA was where the designers explored several ideas that made it into 4e.</p><p></p><p>My only complaint about the system is the combat complexity that was built into the classes and the "sameness" of many powers. Greatest time drags at my table always came on the player end, usually picking powers in the "right" combo. </p><p></p><p>If I were to redesign the 4e system I would deemphasize combat as the sole thing encompassed by character class, freeing up room to make powers more unique, and focus my efforts on the player end of things.</p><p></p><p>As a DM I found 4e just awesome. I've gotten pretty good at creating 5e monsters but 4e monster creation is still a breeze comparatively...5e monster design is more complicated, mainly due to DPR calculations and spell selection for casters, but also because of the fiddly bumps to offense CR / defense CR calculations based on Attack, AC, and feature multipliers.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6579255, member: 20323"] Yes I did indeed; it's the DM Cheat Sheet below in my sig. One thing nice about 5e is the Exhaustion track which sort of takes the dazed condition and some of the others from 4e that were less "self-standing concepts" and incorporates them into a track. A lot of us 4e kit-bashers often commented online that if we were to do an OGL compliant rework of 4e we'd include something like a condition track. 5e strikes a nice balance IMO with both unique conditions, an exhaustion track, and some exceptions-based design. I agree that 4e is a very robust system. For example, folks often comment it is bad for emulating old school dungeon crawl explorations (the "heart" of D&D) because the combats take too long and don't present the opportunity for player ingenuity to overcome great odds. My experience running Dragon Mountain - and that is one old school mega dungeon - was that there are strategies a DM can use (without breaking the rules, in fact using them fully & favoring certain encounter design) to get an awesome old school vibe with 4e. However, I would say the 4e system's strength is a more cinematic style of play, which makes sense considering Star Wars SAGA was where the designers explored several ideas that made it into 4e. My only complaint about the system is the combat complexity that was built into the classes and the "sameness" of many powers. Greatest time drags at my table always came on the player end, usually picking powers in the "right" combo. If I were to redesign the 4e system I would deemphasize combat as the sole thing encompassed by character class, freeing up room to make powers more unique, and focus my efforts on the player end of things. As a DM I found 4e just awesome. I've gotten pretty good at creating 5e monsters but 4e monster creation is still a breeze comparatively...5e monster design is more complicated, mainly due to DPR calculations and spell selection for casters, but also because of the fiddly bumps to offense CR / defense CR calculations based on Attack, AC, and feature multipliers. [/QUOTE]
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