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The New D&D Book: Tasha's Cauldron of Everything!
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<blockquote data-quote="Dausuul" data-source="post: 8074403" data-attributes="member: 58197"><p>I agree with a lot of this. While I hate the terminology choices around healing surges, the mechanic itself was rock-solid and well thought out, and I still cannot wrap my head around the decision to change short rests from 5 minutes (you reliably get one after each encounter) to 1 hour (maybe you get one, maybe you don't, maybe you get three, it depends on the adventure and the DM, who knows?). The bloodied condition was also super useful, and monster design was generally superior.</p><p></p><p>I'm less a fan of the formalization of combat roles and power sources. I understand why they did it--before 4E, there was very little thought put into what a class's core function should be and whether it was capable of performing it, so you ended up with classes that just weren't good for much. 4E fixed that, but I thought they went too far in the other direction: Classes felt crammed into boxes. (The universal AEDU structure didn't help; I was happy when Essentials backed off that decision.) I feel 5E found the happy medium here. We continue to argue over which class is more powerful, of course, but the differences we're debating today are trivial compared to the yawning gulfs between classes in older editions.</p><p></p><p>If I had to pick three things to import into 5E from 4E, it would be 5-minute short rests, the monster design system, and the lazylord. (Very specifically the lazylord, not just the warlord class in general. Much of the warlord could fit into the fighter framework in 5E, but if you want to play a character who neither slings spells nor swings blades, 5E's got nothing for you.)</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8074403, member: 58197"] I agree with a lot of this. While I hate the terminology choices around healing surges, the mechanic itself was rock-solid and well thought out, and I still cannot wrap my head around the decision to change short rests from 5 minutes (you reliably get one after each encounter) to 1 hour (maybe you get one, maybe you don't, maybe you get three, it depends on the adventure and the DM, who knows?). The bloodied condition was also super useful, and monster design was generally superior. I'm less a fan of the formalization of combat roles and power sources. I understand why they did it--before 4E, there was very little thought put into what a class's core function should be and whether it was capable of performing it, so you ended up with classes that just weren't good for much. 4E fixed that, but I thought they went too far in the other direction: Classes felt crammed into boxes. (The universal AEDU structure didn't help; I was happy when Essentials backed off that decision.) I feel 5E found the happy medium here. We continue to argue over which class is more powerful, of course, but the differences we're debating today are trivial compared to the yawning gulfs between classes in older editions. If I had to pick three things to import into 5E from 4E, it would be 5-minute short rests, the monster design system, and the lazylord. (Very specifically the lazylord, not just the warlord class in general. Much of the warlord could fit into the fighter framework in 5E, but if you want to play a character who neither slings spells nor swings blades, 5E's got nothing for you.) [/QUOTE]
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