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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="doctorbadwolf" data-source="post: 7715789" data-attributes="member: 6704184"><p>At least he is consistent in missing the point of what made 4e good. DnD Tactics isn't going to be an option for people who love 4e, because it will be a damned tactical war game, which is a completely different thing. </p><p></p><p>I don't enjoy war games like warhammer or whThaveyou *at all*. I can barely sit through a game, and am bored the entire time. </p><p></p><p>4e is a strongly abstracted roleplaying game in which the characters are finely customizable and detailed, in terms of mechanical representation of their concepts. Wargame style facing rules and the like do not even move in the same direction as 4e, much less move closer to it. </p><p></p><p>Even when considering how the tactical elements of 4e work, what is needed to recapture that is nothing more than <em>new player abilities</em>. That is it. The tactics lived entirely within the action economy and the rules of the more tactical powers. </p><p></p><p>a new suite of variant classes, designed on the same chassis but with different abilities, said abilities being chosen from a list each time you get a new one, are 90% of what is needed for a "4e within 5e". Most of us will happily accept just new subclasses and some optional variant features for existing classes, if done well. </p><p></p><p>But if they go in with the design goal of making "DnD tactics" , they're gonna making something that misses the point, and 4e fans just roll their eyes at.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7715789, member: 6704184"] At least he is consistent in missing the point of what made 4e good. DnD Tactics isn't going to be an option for people who love 4e, because it will be a damned tactical war game, which is a completely different thing. I don't enjoy war games like warhammer or whThaveyou *at all*. I can barely sit through a game, and am bored the entire time. 4e is a strongly abstracted roleplaying game in which the characters are finely customizable and detailed, in terms of mechanical representation of their concepts. Wargame style facing rules and the like do not even move in the same direction as 4e, much less move closer to it. Even when considering how the tactical elements of 4e work, what is needed to recapture that is nothing more than [i]new player abilities[/i]. That is it. The tactics lived entirely within the action economy and the rules of the more tactical powers. a new suite of variant classes, designed on the same chassis but with different abilities, said abilities being chosen from a list each time you get a new one, are 90% of what is needed for a "4e within 5e". Most of us will happily accept just new subclasses and some optional variant features for existing classes, if done well. But if they go in with the design goal of making "DnD tactics" , they're gonna making something that misses the point, and 4e fans just roll their eyes at. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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