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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="Tony Vargas" data-source="post: 6861592" data-attributes="member: 996"><p>Most RPGs focus a fair proportion of their rules on combat. Outside of combat & magic, 5e can be summed up as "describe an action, the DM decides what happens and might have you roll." Combat has a formalized turn-based system that helps to engage everyone while other activities don't. That's not just 5e, that's all editions, and most other RPGs, for that matter.</p><p></p><p>5e TotM 'fast' combat, by default, can be a little blah for those who want a more engaging tactical exercise. But, there are options that flesh it out as much as possible - the OP's DM uses a grid, for instance.</p><p></p><p>4e compartmentalized combat and non-combat. In prior editions spells were both combat- and non-combat resources, and because non-combat spells tended to be less life-and-death and more situational, combat spells often crowded them out. 4e rituals made non-combat a separate resource (wealth based, so there was the treasure-hunting thing again), and Skill Challenges provided a structure to non-combat tasks that could engage more of the party, and group skill checks could also bring the whole party into a non-combat task. 5e, of course, compromised: Spells are back to covering both combat- and non-combat so you have to make tough decisions when prepping spells - but, 5e also has a ritual casting rule that makes slots more combat-focused (though not all non-combat-useful spells are rituals) - and while skill challenges are gone, group skill checks remain.</p><p></p><p>Adapt could also mean adapting 5e to a broader range of playstyles, though. The DMG has some first steps in that direction. Some new classes and modules, and more structured support for resolving challenges in the other two pillars, could go a long way. Balance would remain an issue, though.</p><p></p><p>That was more an expansion than a veering away from. D&D also set out to be more of a treasure-hunting game than a combat game, but combat stubbornly stayed a big part of it, and the treasure-hunting-encouragement bits, like exp for gp recovered, slowly went away. In 5e, treasure hardly matters. </p><p>Monetary treasure, that is.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6861592, member: 996"] Most RPGs focus a fair proportion of their rules on combat. Outside of combat & magic, 5e can be summed up as "describe an action, the DM decides what happens and might have you roll." Combat has a formalized turn-based system that helps to engage everyone while other activities don't. That's not just 5e, that's all editions, and most other RPGs, for that matter. 5e TotM 'fast' combat, by default, can be a little blah for those who want a more engaging tactical exercise. But, there are options that flesh it out as much as possible - the OP's DM uses a grid, for instance. 4e compartmentalized combat and non-combat. In prior editions spells were both combat- and non-combat resources, and because non-combat spells tended to be less life-and-death and more situational, combat spells often crowded them out. 4e rituals made non-combat a separate resource (wealth based, so there was the treasure-hunting thing again), and Skill Challenges provided a structure to non-combat tasks that could engage more of the party, and group skill checks could also bring the whole party into a non-combat task. 5e, of course, compromised: Spells are back to covering both combat- and non-combat so you have to make tough decisions when prepping spells - but, 5e also has a ritual casting rule that makes slots more combat-focused (though not all non-combat-useful spells are rituals) - and while skill challenges are gone, group skill checks remain. Adapt could also mean adapting 5e to a broader range of playstyles, though. The DMG has some first steps in that direction. Some new classes and modules, and more structured support for resolving challenges in the other two pillars, could go a long way. Balance would remain an issue, though. That was more an expansion than a veering away from. D&D also set out to be more of a treasure-hunting game than a combat game, but combat stubbornly stayed a big part of it, and the treasure-hunting-encouragement bits, like exp for gp recovered, slowly went away. In 5e, treasure hardly matters. Monetary treasure, that is. [/QUOTE]
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