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General Tabletop Discussion
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What Core Class was actually fun to play
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<blockquote data-quote="Remathilis" data-source="post: 3968737" data-attributes="member: 7635"><p>To answer your question</p><p></p><p>I did have fun playing 3.5. However, I saw each of those complaints appear during my time as a player and DM. The rogue (often me) who couldn't hit (or deal any meaningful damage) to save his soul often becoming a wizard-in-a-stick UMD+Wand mage or be otherwise useless trap-detection kit at higher level. I saw cleric players frustrated that their only choice in the round was "who is getting healed THIS round" and unable to use any of the evocative spells on their list. I saw wizards using crossbows to save that last "magic missile" or having to rest every 3 rooms of the dungeon. I saw fighters who wanted more options OUT of combat and other things to do IN combat than role 3-4 attacks in a round. </p><p></p><p>In all honesty though, these are just extensions of what high-level play in ANY previous edition of D&D looked like. 2e's versions of these problems were even WORSE. </p><p></p><p>It seems 4e is fixing all of those moments when we would complain. Good for them. If they succeed, I'll have a lot less to complain about.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3968737, member: 7635"] To answer your question I did have fun playing 3.5. However, I saw each of those complaints appear during my time as a player and DM. The rogue (often me) who couldn't hit (or deal any meaningful damage) to save his soul often becoming a wizard-in-a-stick UMD+Wand mage or be otherwise useless trap-detection kit at higher level. I saw cleric players frustrated that their only choice in the round was "who is getting healed THIS round" and unable to use any of the evocative spells on their list. I saw wizards using crossbows to save that last "magic missile" or having to rest every 3 rooms of the dungeon. I saw fighters who wanted more options OUT of combat and other things to do IN combat than role 3-4 attacks in a round. In all honesty though, these are just extensions of what high-level play in ANY previous edition of D&D looked like. 2e's versions of these problems were even WORSE. It seems 4e is fixing all of those moments when we would complain. Good for them. If they succeed, I'll have a lot less to complain about. [/QUOTE]
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