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Things I like and dislike about 5e...
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<blockquote data-quote="MARCVS AVRELIVS" data-source="post: 6586282" data-attributes="member: 6792955"><p>Thing I like so far about 5e are similar to others.</p><p></p><p>I like that it feels like an update of 2e, informed by lessons from 3e and 4e, rather than a continuation of 3e or 4e. Not that I don't like 3.5, Pathfinder or 4e - just that this edition "feels" like D&D in ways those don't.</p><p></p><p>I like that I'm mapping again, and experiencing the feeling of discovery that looking at a crude grid of squares provides. I'm also enjoying that the other players want to see the map, are leaning into the table to look at it, and are making conjectures about what unmapped areas could contain. Exploration is a huge part of my D&D experience.</p><p></p><p>I'm liking that my table is involved in cross-table roleplay again, and that we tend to refer to each other as Outlander or Noble or that annoying Charlatan, more than "great sword fighter" or "striker" or "controller".</p><p></p><p>I'm liking that my 'complaints' are more or less about DM-style, rather than rules problems... but that said, I'm also liking that my arguements are less "the rules say this" and more "you know, there's a bit in the DMG that is very much like what you just houseruled".</p><p></p><p>Really liking the feeling that adventuring is dangerous, and that I can't take any encounter we have for granted. We lost our party to a green dragon - the DM felt terrible, but as a group, we kind of felt like it was a deserved death. It's nice to be back to being concerned about what's behind the door.</p><p></p><p>Liking the shift in thinking to a grand tactical, rather than tactical. Last session, we plotted how to take on some ghouls and the tactical thoughts were broad strokes, rather than focused on who needed to be in which square or how best to set up overlapping AoO zones. Combat feels zippy now, and isn't something we avoid because we don't have an hour left in the session... now we want to avoid it because we might get killed.</p><p></p><p>The concentration mechanic works for me, too. Spells feel like a meaningful resource and choice, rather than just a routine set of things to cast in every fight. In the same vein, I like that the melee types have their importance back as frontline protectors for the casters, without that being their only role.</p><p></p><p>Like that character creation takes less than an hour, and doesn't involve a bunch of math and optimization choices. I'm also liking that I don't feel like I've made a bad choice for taking things for roleplaying reasons. Bounded accuracy makes it feel like I can be "suboptimal" without dragging down the group.</p><p></p><p>And mostly, I'm liking that every monday I'm looking forward to seeing what happens next.</p></blockquote><p></p>
[QUOTE="MARCVS AVRELIVS, post: 6586282, member: 6792955"] Thing I like so far about 5e are similar to others. I like that it feels like an update of 2e, informed by lessons from 3e and 4e, rather than a continuation of 3e or 4e. Not that I don't like 3.5, Pathfinder or 4e - just that this edition "feels" like D&D in ways those don't. I like that I'm mapping again, and experiencing the feeling of discovery that looking at a crude grid of squares provides. I'm also enjoying that the other players want to see the map, are leaning into the table to look at it, and are making conjectures about what unmapped areas could contain. Exploration is a huge part of my D&D experience. I'm liking that my table is involved in cross-table roleplay again, and that we tend to refer to each other as Outlander or Noble or that annoying Charlatan, more than "great sword fighter" or "striker" or "controller". I'm liking that my 'complaints' are more or less about DM-style, rather than rules problems... but that said, I'm also liking that my arguements are less "the rules say this" and more "you know, there's a bit in the DMG that is very much like what you just houseruled". Really liking the feeling that adventuring is dangerous, and that I can't take any encounter we have for granted. We lost our party to a green dragon - the DM felt terrible, but as a group, we kind of felt like it was a deserved death. It's nice to be back to being concerned about what's behind the door. Liking the shift in thinking to a grand tactical, rather than tactical. Last session, we plotted how to take on some ghouls and the tactical thoughts were broad strokes, rather than focused on who needed to be in which square or how best to set up overlapping AoO zones. Combat feels zippy now, and isn't something we avoid because we don't have an hour left in the session... now we want to avoid it because we might get killed. The concentration mechanic works for me, too. Spells feel like a meaningful resource and choice, rather than just a routine set of things to cast in every fight. In the same vein, I like that the melee types have their importance back as frontline protectors for the casters, without that being their only role. Like that character creation takes less than an hour, and doesn't involve a bunch of math and optimization choices. I'm also liking that I don't feel like I've made a bad choice for taking things for roleplaying reasons. Bounded accuracy makes it feel like I can be "suboptimal" without dragging down the group. And mostly, I'm liking that every monday I'm looking forward to seeing what happens next. [/QUOTE]
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