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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Things 4E Did Well & Should be Kept in Some Form
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<blockquote data-quote="mlund" data-source="post: 5772008" data-attributes="member: 50304"><p>1.) <strong>No Spotlight Hogs</strong></p><p></p><p>Enforcing the Action Economy (Minor, Move, Standard) even onto classes with pets was a big deal. </p><p></p><p>Taking away the ability for Caster Classes to obsolete all the other classes was a huge improvement. No more MageGuyver drinking the Skill Monkey's milk-shake or Summoner Clerics replacing tanks with their summon pets. </p><p></p><p>Frankly, some players are spotlight hogs that don't get the whole "cooperative" and "sharing" aspects of D&D. The one group that 5E should not try to appease and bring back into the fold are those players.</p><p></p><p>2.) <strong>Simplifying Challenges for DMs</strong></p><p></p><p>Complexity of character creation and play options is great for PCs. It is a giant waste of overhead on 1-and-done monsters. Trying to limit what NPCs can do to the same <u>rules</u> as PCs takes away the mystery and surprise of adventuring. Just keep balance levels for challenges between the buoys in terms of what is level-appropriate.</p><p></p><p>3.) <strong>Eliminating 100%-to-dead Save-or-Die Powers</strong></p><p></p><p>Maybe the game needs some ways of finishing off half-dead monsters more quickly and whatnot, but nobody needs the monsters or the players tossing around the old "one bad roll and you're history" effects like Flesh to Stone or Baleful Polymorph were in 3rd Edition.</p><p></p><p>4.) <strong>Healing</strong></p><p></p><p>Self-healing, minor-action heals, and non-cleric heals were a huge step forward.</p><p></p><p>5.) <strong>At-Will and Encounter Powers</strong></p><p></p><p>These were a great way to give players tactical variety and a nice way of having limited resources in an encounter without tapping all your resources for the day like "going nova" would do in 3E. With the addition of means to spend Healing Surges I think the general template of "Daily Spells / Powers" should probably be limited to Items / Boons instead of Character Powers / Spells.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5772008, member: 50304"] 1.) [b]No Spotlight Hogs[/b] Enforcing the Action Economy (Minor, Move, Standard) even onto classes with pets was a big deal. Taking away the ability for Caster Classes to obsolete all the other classes was a huge improvement. No more MageGuyver drinking the Skill Monkey's milk-shake or Summoner Clerics replacing tanks with their summon pets. Frankly, some players are spotlight hogs that don't get the whole "cooperative" and "sharing" aspects of D&D. The one group that 5E should not try to appease and bring back into the fold are those players. 2.) [b]Simplifying Challenges for DMs[/b] Complexity of character creation and play options is great for PCs. It is a giant waste of overhead on 1-and-done monsters. Trying to limit what NPCs can do to the same [U]rules[/U] as PCs takes away the mystery and surprise of adventuring. Just keep balance levels for challenges between the buoys in terms of what is level-appropriate. 3.) [b]Eliminating 100%-to-dead Save-or-Die Powers[/b] Maybe the game needs some ways of finishing off half-dead monsters more quickly and whatnot, but nobody needs the monsters or the players tossing around the old "one bad roll and you're history" effects like Flesh to Stone or Baleful Polymorph were in 3rd Edition. 4.) [b]Healing[/b] Self-healing, minor-action heals, and non-cleric heals were a huge step forward. 5.) [b]At-Will and Encounter Powers[/b] These were a great way to give players tactical variety and a nice way of having limited resources in an encounter without tapping all your resources for the day like "going nova" would do in 3E. With the addition of means to spend Healing Surges I think the general template of "Daily Spells / Powers" should probably be limited to Items / Boons instead of Character Powers / Spells. - Marty Lund [/QUOTE]
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