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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="Manbearcat" data-source="post: 6858405" data-attributes="member: 6696971"><p>My suggestion for power-gaming 5e would be to look at Inspiration and Traits, Bonds, Flaws, and Ideals. It seems to me that this is the vector that the designers had in mind for that. It is similar to Cortex+ in trying to build dice pools off of your Distinctions and Values. In-so-doing, your character's ethos and archetype become manifest during play as you gain 5e's derivative of "plot points" to further your ends.</p><p></p><p></p><p></p><p>5e was constructed to bring the game back to an AD&D aesthetic ("rulings not rules" writing style, adventuring day/loose balance, magic items not part of PC build, fast-ish combats, heavy GM latitude/input in action resolution) and simultaneously appeal to the 3.x/PF (a la carte multi-classing, saving throw paradigm, magic everywhere powerful utility spells and vancian casting, metaplot/Adventure Path model). Then there is a smattering of indie tech in there (Inspiration and the intersection with Traits, Bonds, Flaws, Ideals).</p><p></p><p>If you do not dig that formulation, you are excluded. It is as simple as that. Is it irksome that the pretense of inclusion/big-tent was one of (if not the) primary tenets of a two year playtest and marketing ploy? Of course. But 5e appears to have brought back the AD&D player-base and united it with the 3.x/PF player base so I suspect those folks and the devs are happy with that marriage (which, my intuition is that was the angle all along). Meanwhile, there are lots of great games out there to play; 4e, Dungeon World, Burning Wheel, Strike!, Cortex+ that will give you high action adventure heroic fantasy with a different paradigm that you might enjoy.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6858405, member: 6696971"] My suggestion for power-gaming 5e would be to look at Inspiration and Traits, Bonds, Flaws, and Ideals. It seems to me that this is the vector that the designers had in mind for that. It is similar to Cortex+ in trying to build dice pools off of your Distinctions and Values. In-so-doing, your character's ethos and archetype become manifest during play as you gain 5e's derivative of "plot points" to further your ends. 5e was constructed to bring the game back to an AD&D aesthetic ("rulings not rules" writing style, adventuring day/loose balance, magic items not part of PC build, fast-ish combats, heavy GM latitude/input in action resolution) and simultaneously appeal to the 3.x/PF (a la carte multi-classing, saving throw paradigm, magic everywhere powerful utility spells and vancian casting, metaplot/Adventure Path model). Then there is a smattering of indie tech in there (Inspiration and the intersection with Traits, Bonds, Flaws, Ideals). If you do not dig that formulation, you are excluded. It is as simple as that. Is it irksome that the pretense of inclusion/big-tent was one of (if not the) primary tenets of a two year playtest and marketing ploy? Of course. But 5e appears to have brought back the AD&D player-base and united it with the 3.x/PF player base so I suspect those folks and the devs are happy with that marriage (which, my intuition is that was the angle all along). Meanwhile, there are lots of great games out there to play; 4e, Dungeon World, Burning Wheel, Strike!, Cortex+ that will give you high action adventure heroic fantasy with a different paradigm that you might enjoy. [/QUOTE]
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