Imaro
Legend
None taken. To that point. The rest, well, I can prettymuch tell what you're going to post when the subject's 4e, so I didn't bother to read it.
- no offense, of course.
Cool.
None taken. To that point. The rest, well, I can prettymuch tell what you're going to post when the subject's 4e, so I didn't bother to read it.
- no offense, of course.
I'm reminded of the game Strike! Its got a very light core, that could easily run a narrative/light style game. Almost all the "tactics" stuff is left out of that. However, there is a good solid section of X's and O's tactical rules, that can be invoked if the table wished. (Its sorta based on 4e, but a much more finely distilled version of it. Honestly, its kinda a masterpiece in that regard.) Personally, I could really go for a version of D&D that was set up like that. I've grown a bit weary of D&D-style combat. It all seems kinda grindy to me nowadays.I said this like 6 years ago and I'll say it again: there's room for a "D&D 5E" and a "D&D Tactics RPG" in the market. 4E was sufficiently different and unique from other iterations of D&D that it could easily stand on its own, if it were marketed not as the New D&D but instead as the Alternative/Optional D&D. I don't even think this would fracture the market, because what one game offers the other doesn't, and the markets have a very thin sliver on the venn diagram of cross-compatibility, as demonstrated by how contentious 4E was.
That's pretty extreme. 3.x had issues with some spells, and at high level, but core-only games in the 'sweet spot' were as workable as any ed, if you avoided a few obvious abuses. E6 style play could keep you out of trouble, that way indefinitely.Speaking from my personal experience, whereas it took almost the entire run of 3rd/3.5 D&D before I saw the flaws that made me realize I never wanted to play with that particular ruleset again,
Yes, WotC produced a mini game of some sort which could be used with D&D from 2000 through to spinning that off to WizKids in 2014.move the game too far into the realm of minature wargame or boardgame.
was clearly designed with the selling of minatures in mind. My groups found it entirely unsuited to theater of the mind play.
That's the opposite of balance. Imbalanced systems stifle meaningful choice by presenting only a few, strictly superior options. Consider if a 1st level 1e MU had a choice of 1st level spells: Sleep, with no save, was so much better than the others they were more distractions than choices. In 3e, sleep granted a save, so other 1st level spells could compete, in 4e Sleep was more powerful than most other 1st level spells, as a Daily, but wasn't interchangeable with those less potent at-will or encounter spells.That's the thing about striving for perfect balance, when all the choices are totally balanced they aren't truly choices anymore. At least not ones that really matter.
5e certainly doesn't seem that much better than 3e, heck, I'd rather play the latter if I get to try one of the many builds I never got to.While I don't consider 5th edition perfect, I am at least willing to play and run it from time to time. I don't feel constrained in running games
OK, finally, a hook to get back on topic.and the classes no longer feel all same which they definitely did last edition.
That's pretty extreme. 3.x had issues with some spells, and at high level, but core-only games in the 'sweet spot' were as workable as any ed, if you avoided a few obvious abuses. E6 style play could keep you out of trouble, that way indefinitely.
And, it's not just academic: 3e gives players far more and more detailed options than any prior edition or 5e. 4e might have rivaled 3e that way had it's run been longer, but that didn't happen.
So 3e is simply the top ed for sheer range and number of player options. Its well worth playing, today.
Yes, WotC produced a mini game of some sort which could be used with D&D from 2000 through to spinning that off to WizKids in 2014.
But, from 2010 Encounters offered D&D intro games using poster maps and counters - all free, and the Essentials Monster Vault came with tokens for all the monsters. Also around that time D&D minis went from strictly blind/random to sets.
That's the opposite of balance. Imbalanced systems stifle meaningful choice by presenting only a few, strictly superior options. Consider if a 1st level 1e MU had a choice of 1st level spells: Sleep, with no save, was so much better than the others they were more distractions than choices. In 3e, sleep granted a save, so other 1st level spells could compete, in 4e Sleep was more powerful than most other 1st level spells, as a Daily, but wasn't interchangeable with those less potent at-will or encounter spells.
5e certainly doesn't seem that much better than 3e, heck, I'd rather play the latter if I get to try one of the many builds I never got to.
But I can somewhat agree about 5e DMs getting to be unconstrained - The rules leave us a great deal of latitude in deciding how things resolve. But, it can be constraining, too, as it's encounter guidelines and classes only play well together under a narrow, artificial pacing of 6-8 encounters and 2-3 short rests between long rests.
OK, finally, a hook to get back on topic.5e is very familiar, and reasonably traditional in its class designs. Spells are 9 levels, and if you don't have em, your role is simply to hit things and hopefully kill them before they kill you. Same as it ever was.
But, really, with every 5e class getting at least some spells in at least one sub-class, and no class spell list being entirely unique (the Sorcerer, EK & AT get no unique spells), the reality of 'sameness,' seems to be independent of the 'feel.'
I'm suspicious of complaints (or praise) that rest on appeal to tradition, yet require new terminology to express in a way that actually sounds negative (or positive).It was far, far better as a game if you used at least a battlemap. So those people who love TotM? Could it be done? Sure. But it wasnt easy.
First off, 5e makes that easy: every class but the Barbarian has the option of casting spells in combat (the Totem Barbarian only gets rituals).In fact, whenever I play 5e I ensure I play a casting class because otherwise...well, what am I going to do in a combat encounter? Im going to say "I hit it with my sword/axe/whatever" 95% of the time.
No, no, we don't say that - instead, say: "this game really supports role-playing, not just combat."'. This makes combat something I avoid whenever possible...because its not fun.
Hey, and it only took 45 years, and the IP changing hands 3 or 4 times.Dungeons and Dragons shows signs of being a professionally managed product. It's not quite there yet, but it's getting really close
IDK how many new players you introduced to 4e, but, judging from the fact you didn't lead with that info, and seem to assume that returning fans should have had an easier time with it, I'm forced to conclude 0.4e failed because it was too complex for new players, even players with roleplaying experience from other RPGs or earlier editions of Dungeons and Dragons (1e and 2e)
One difference is that Encounters was free throughout the 4e/E era, while in AL, the DM purchases the adventure (and you at least need to borrow a PH to look up spells, for instance).It required too much cognitive and financial investment.
The roles were pretty intuitive, and the pregens would be a moderately balanced party (much smaller than a WoW raid, as I understand it), so that was consistently a non-issue, IMX.For instance, understanding the structure of WoW-style raid optimization was central to the rules. (Tank, buffer, etc.) People who didn't play WoW didn't get that.
Presumably, for the TTRPG experience that 4e provided.(Also, one wondered why, if you did get that, you weren't playing WoW.)
In 3.x that was true (and the people into it sustained PF pretty well). But, in 4e, while you could engage in planned builds, the payoff was low by comparison. Coming up with a viable build was a matter of simply picking a power or feat you liked when you leveled - maybe retraining something that didn't work out for you - and putting one of your stat bumps to your primary, every time.Optimizing your character's progression was a huge part of the game. Unfortunately, the kind of people who are into this can't sustain an entire product, not at scale.
5e's design & presentation is a brilliant compromise between accessibility to new players and acceptability to long-time & returning ones. 4e got that wrong, erring too much on the design side to new-player appeal, yet marketing to long-time players at initial release, and returning ones with the "Red Box"/Essentials reboot.5e has been designed to appeal to new players, especially those without experience;
in that, 5e & AL is just like 4e & Encounters was - just minus all the edition warring, and plus a TT gaming renaissance and over-due 80s come-back.to be playable frequently, e.g. by an organized event circuit; and to require (relatively) little time and financial investment.
OK/and/ that, too.That said, it's also in the middle of a literal once-in-a-generation demographic boom. Most people in the US today are 25 or 26. That is a perfect age: still lots of friends, many from college; not enough money, but enough to spend on things like roleplaying and beer at a bar where there's roleplaying; and generally fewer commitments like kids, six-figure jobs, and taking care of parents. They love geek culture!!!!