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The perfect D&D edition (according to ENWORLD)
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<blockquote data-quote="Tony Vargas" data-source="post: 7629505" data-attributes="member: 996"><p>Even the 1e Kobold was /scaly/. But, y'know, new/slick and old-school art for a lot of the classic monsters, along with alternate lore & suggestions would have been fun. Nostalgia for us older guys. Perspective for the new players - because, really, if you're jumping on a resurgent game that was a fad 35 years ago, you're probably curious what it was all about, back then, too. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p> The assumption of a short rest approximately every-other encounter just seems so problematic. But, yes, a deeper discussion of the Long-rest:short:rest:encounters:EL:rounds-in-combat would have been helpful. The balancing of resource inequalities is very complex. In a 'day' with no short rests, short-rest recharge powers are dailies, in a day with /many/ they might get used every single encounter. Daily resources, in keeping with D&D tradition, increase rapidly with level, until they, too, can be used every encounter, or even every round if combats aren't kept long enough. </p><p></p><p>A suggestion that would have been very powerful and very much in keeping with the 5e DM Empowerment mandate, would have been making the duration and timing of Short vs Long rests left up to the DM's judgement. Instead of Long rests of 8 hrs no more than once per 24 hr period - which, in a stately campaign covering long journeys, intricate politicking, or the like, might mean a long rest between each and every of the few combat encounters involved - set the pacing of long rests to the advancement of the plot. You set out on your months-long journey to a distant continent, you get a long rest when you stop at an island oasis and refresh your supplies, and when you arrive at your destination. That kind of thing.</p><p></p><p>The Artificer /is/ in the pipeline. By the same token, it might be designed on the wizard chasis, if that chasis were more accommodating...</p><p>...actually, the wiz chassis is pretty flexible, because slots are so flexible: I suppose an artificer could be a wizard sub-class that made use of 'slots' differently?</p><p></p><p>While those are valid nit-picks, I still find the Druid the most interesting of all the current 5e classes, and feel that it better captures the spirit of the original than any version since 1e.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7629505, member: 996"] Even the 1e Kobold was /scaly/. But, y'know, new/slick and old-school art for a lot of the classic monsters, along with alternate lore & suggestions would have been fun. Nostalgia for us older guys. Perspective for the new players - because, really, if you're jumping on a resurgent game that was a fad 35 years ago, you're probably curious what it was all about, back then, too. :D The assumption of a short rest approximately every-other encounter just seems so problematic. But, yes, a deeper discussion of the Long-rest:short:rest:encounters:EL:rounds-in-combat would have been helpful. The balancing of resource inequalities is very complex. In a 'day' with no short rests, short-rest recharge powers are dailies, in a day with /many/ they might get used every single encounter. Daily resources, in keeping with D&D tradition, increase rapidly with level, until they, too, can be used every encounter, or even every round if combats aren't kept long enough. A suggestion that would have been very powerful and very much in keeping with the 5e DM Empowerment mandate, would have been making the duration and timing of Short vs Long rests left up to the DM's judgement. Instead of Long rests of 8 hrs no more than once per 24 hr period - which, in a stately campaign covering long journeys, intricate politicking, or the like, might mean a long rest between each and every of the few combat encounters involved - set the pacing of long rests to the advancement of the plot. You set out on your months-long journey to a distant continent, you get a long rest when you stop at an island oasis and refresh your supplies, and when you arrive at your destination. That kind of thing. The Artificer /is/ in the pipeline. By the same token, it might be designed on the wizard chasis, if that chasis were more accommodating... ...actually, the wiz chassis is pretty flexible, because slots are so flexible: I suppose an artificer could be a wizard sub-class that made use of 'slots' differently? While those are valid nit-picks, I still find the Druid the most interesting of all the current 5e classes, and feel that it better captures the spirit of the original than any version since 1e. [/QUOTE]
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