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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="Staffan" data-source="post: 9564189" data-attributes="member: 907"><p>I don't know. It might be different in 5.5, but 5.0 has a lot of things that superficially <strong>look</strong> like 4e but actually work quite differently. The main "false friends" are:</p><ul> <li data-xf-list-type="ul">The 4e short rest is 5 minutes, the 5e one is 1 hour. This creates very different effects. 4e encounter powers are literally meant to be used every encounter, with only a short breather after each one. 5e short-rest powers, on the other hand, only get 1-3 uses per day. It also affects healing between encounters, but not as much as the next item.</li> <li data-xf-list-type="ul">Hit Dice are <strong>not</strong> Healing Surges. Depending on class, healing surges gave you a pool of maybe 2-4 times your nominal hp you could access when short resting and, to some degree, even mid-fight. But it also acted as a limiter on almost all other healing – healing potions and healing powers almost all relied on healing surges to work. This meant that healing magic was primarily used to access the pool mid-fight, not to increase your overall endurance. In addition, the number of healing surges you have are more-or-less constant from level to level, and each one increases in power in proportion to your max hp. Hit dice, on the other hand, have a constant power but increase in number. So an ability that lets you spend a healing surge for healing (or for something else) will always give (or cost) a relevant amount of healing, while a Hit Die will lose in both relative potency and value over time.</li> <li data-xf-list-type="ul">Rituals work very differently. In 4e, almost all non-combat magic is a ritual, and rituals are open to anyone paying the feat tax. Each ritual then costs money both to acquire and to cast. Things like long-range teleport, long-term condition relief, divinations, shelter, and so on – all rituals, which means they don't compete with combat magic for resources. But in 5e, "ritual" is just a tag some spells (almost all 1st level) have that let you cast them without spending a slot at the expense of some time.</li> </ul></blockquote><p></p>
[QUOTE="Staffan, post: 9564189, member: 907"] I don't know. It might be different in 5.5, but 5.0 has a lot of things that superficially [B]look[/B] like 4e but actually work quite differently. The main "false friends" are: [LIST] [*]The 4e short rest is 5 minutes, the 5e one is 1 hour. This creates very different effects. 4e encounter powers are literally meant to be used every encounter, with only a short breather after each one. 5e short-rest powers, on the other hand, only get 1-3 uses per day. It also affects healing between encounters, but not as much as the next item. [*]Hit Dice are [B]not[/B] Healing Surges. Depending on class, healing surges gave you a pool of maybe 2-4 times your nominal hp you could access when short resting and, to some degree, even mid-fight. But it also acted as a limiter on almost all other healing – healing potions and healing powers almost all relied on healing surges to work. This meant that healing magic was primarily used to access the pool mid-fight, not to increase your overall endurance. In addition, the number of healing surges you have are more-or-less constant from level to level, and each one increases in power in proportion to your max hp. Hit dice, on the other hand, have a constant power but increase in number. So an ability that lets you spend a healing surge for healing (or for something else) will always give (or cost) a relevant amount of healing, while a Hit Die will lose in both relative potency and value over time. [*]Rituals work very differently. In 4e, almost all non-combat magic is a ritual, and rituals are open to anyone paying the feat tax. Each ritual then costs money both to acquire and to cast. Things like long-range teleport, long-term condition relief, divinations, shelter, and so on – all rituals, which means they don't compete with combat magic for resources. But in 5e, "ritual" is just a tag some spells (almost all 1st level) have that let you cast them without spending a slot at the expense of some time. [/LIST] [/QUOTE]
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