L
lowkey13
Guest
*Deleted by user*
In 2E after you got past those levels Fighters were survivable without having to pay for it. Why would I expect this out of the gate? Because in almost every modern rpg not called D&D, computer/console or tabletop, it generally is true out of the gate. Apprentice level also doesn't necessarily mean being made of glass.
I want to be a tank without having to sacrifice being awesome. Being a tank in 5E isn't being awesome, it's taking one for the team. Taking one for the team is not awesome. In 2E, the Fighter was a tank while at the same time being the most awesome character in the game with weapon attacks. In 4E, choosing Defender or any other role didn't preclude being awesome. 5E does not reward teamwork while also perversely requiring it.
In 4E, Defender was a single choice made at level 1, and you got everything you needed to do the role right there. You then had massive customizability beyond that from every choice you got going forward. It wasn't a trade-off, and it wasn't a sacrifice. Being a Defender didn't compete with other resources. In 5E resources are very limited, and resources for the Defender role compete with doing other things. In 5E, being a good defender means you become less good at everything else. This wasn't true in 4E, and as I said above it wasn't true of 2E either.
It's really not that transparent, especially if you have no familiarity with traditional AD&D play. The core books do not really describe old school non-survivable play. They kind of allude to starting at 3 for survivability, but don't really explain why. The game seems to imply that it expects you to start at level 1, without really explaining why the first few levels are less survivable than later. Organized play starts at level 1 while not exactly making it clear that the lack of survivability early on is intentional for organized play. As other people have described, 5E seems to swing wildly between the lack of survivability early on while being the least dangerous D&D past a certain point, and the transition happens quickly and somewhat suddenly. It is never exactly made clear that this is intentional, or if it is intentional why it is so.
As for being willing in 2E, it was a mix of a lack of better options at the time and 2E lending itself to house ruling more than 5E.
**note** You'll notice I leave 3E out of the above statements. This is for two reasons:
1. 3E play varied wildly from table to table, making generalizations difficult
2. In optimized 3E play, tanking/melee was almost completely irrelevant.
I'm not at all fond of how the front line role works in 5E, compared to 2E and 4E.
Multiple posts on how he's playing a Paladin wrong?! Seriously? The only right way to play a Paladin is however the player has fun.
In 4e becoming a defender was a trade off - the resource was just your class choice. Taking the Tank (Defender) role sacrificed your capability in other areas that other classes (Striker role for example)specialised in.In 4E, Defender was a single choice made at level 1, and you got everything you needed to do the role right there. You then had massive customizability beyond that from every choice you got going forward. It wasn't a trade-off, and it wasn't a sacrifice. Being a Defender didn't compete with other resources. In 5E resources are very limited, and resources for the Defender role compete with doing other things. In 5E, being a good defender means you become less good at everything else. This wasn't true in 4E, and as I said above it wasn't true of 2E either.
If there is already a barbarian in the party, then the "defender" role may be covered already. Playing a Paladin like a Striker is a matter of personal preference. If they're having combats inside a house, there are a lot of choke points where the front line can be minimised.I will say it's a bit odd to hear you letting others take all the risks and then you swoop in only when needed. Nothing wrong with that approach in and of itself...but it seems a bit contrary to the typical role a paladin plays in a party. It's first level, so a lot of the paladin's cool abilities aren't there yet, but still, I'd kind of expect a paladin to be more of a front line member of the party.
Multiple posts on how he's playing a Paladin wrong?! Seriously? The only right way to play a Paladin is however the player has fun.
Powergamer-optimizer style is whatever works for the system. In 4E, being aggressive was optimal. In 5E, it is not. It has nothing to do with fighting the system, but instead going with the flow. That being said, playing aggressively is far more my style. It's just that 5E punishes you for it.
There are all kinds of paladins, like there are all kinds of gnomes.
All terrible, that need to be put to the sword.![]()
I ran 2e much more than I played it, and, yes, ran it heavily modified (proportional healing, for instance). But, I do find that 5e pushes those same buttons for me, because it invites the tinkering and on-the-fly rulings & improv I used in 2e, and that's both fun in itself, and nostalgic, as well. And, while 2e (late 2e) was possibly my least-favorite version of D&D, it was still enough like the 1e AD&D that I first got into (technically I started with the c1979 basic set, but it was AD&D that really sealed the deal for me). And, 5e is also evocative enough of the original AD&D to tickle my nostalgia.I agree somewhat with the assessment, though not the sentiment. It's like 2E, but I'm not necessarily enthusiastic about it being so. Also, the 2E I most enjoyed was heavily modified and played more like 3E/4E.
I get that, you can sit out the boring minutia and 'back them up,' waiting for something more exciting to happen...I think it's more the other players. The atmosphere is there, but they seem to be into going over every room with a fine tooth comb.