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What does balance mean to you?
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<blockquote data-quote="Argyle King" data-source="post: 7157591" data-attributes="member: 58416"><p><span style="color: #800080"></span></p><p><span style="color: #800080">I hear that a lot, but I'm not sure where the disconnect is. For the group I played with most often, most monsters were crushed. The later feats and such which gave more power to the PCs amplified the effect. It wasn't uncommon for the PCs to be able to hit the enemy with single-digit rolls or for some fights to end without the opposition being able to take meaningful actions to respond. Monster Manual 3's adjustments to creatures evened things out a bit (which is an odd coincidence considering that 3rd's MM3 did the same for that edition), but 4th's life after that wasn't much longer. Eventually Essentials hit, which I do actually consider to be a different game despite being compatible because my impression was that 4.5 was built around some very different ideas concerning how the game should work. I'd say I was once a "H4ter," but eventually settled into something of a love/hate relationship with 4th Edition. There were things about it which bugged me, but there are also things about it which I wish 5th Edition would have kept. In particular, I feel that 4th Edition encounter design, use of terrain features, and trap design were all a lot more exciting. (If you're interested, I have a few 4e-ish inspired ideas that I'm planning to test out in 5th Edition.)</span> Looking back at my previous post, I think I may have confused by old 3rd Edition notes with some of my old 4th Edition notes... a fail on my part born from trying to keep several editions straight in my head while D&D isn't typically my primary rpg. I did recently join a 4th Edition game, and I had forgotten how much of a HP grind higher levels were. The group recently hit 13th level.</p><p></p><p></p><p>For the most part, I think 5th has improved things. I imagine I'll have more of an opinion and more of a grasp on things over the next few months though. I'm running a game for a group of friends. A comment I made toward the end of the Survivor Races thread inspired me to write something using 5th Edition Gnolls and Elder Scrolls Oblivion as inspiration. Most of the problems I've had with 5th were during Adventurer's League play. Though, I do have a few things I'm planning to do differently out of the gate; using proficiency dice instead of a static modifier is something I'd like to do. From the player side of thing, I feel like it's boring when the group decides to just always have the guy with the +5 bonus attempt things. In theory, the dice are a bonus, but my guess is that the mental concept of dice being a little more random will (hopefully) inspire people who aren't trained in skills to still try things because it's not necessarily obvious that one member of the party should always be rolling. I'm also debating on making initiative something which has no connection to dexterity.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7157591, member: 58416"] [COLOR="#800080"] I hear that a lot, but I'm not sure where the disconnect is. For the group I played with most often, most monsters were crushed. The later feats and such which gave more power to the PCs amplified the effect. It wasn't uncommon for the PCs to be able to hit the enemy with single-digit rolls or for some fights to end without the opposition being able to take meaningful actions to respond. Monster Manual 3's adjustments to creatures evened things out a bit (which is an odd coincidence considering that 3rd's MM3 did the same for that edition), but 4th's life after that wasn't much longer. Eventually Essentials hit, which I do actually consider to be a different game despite being compatible because my impression was that 4.5 was built around some very different ideas concerning how the game should work. I'd say I was once a "H4ter," but eventually settled into something of a love/hate relationship with 4th Edition. There were things about it which bugged me, but there are also things about it which I wish 5th Edition would have kept. In particular, I feel that 4th Edition encounter design, use of terrain features, and trap design were all a lot more exciting. (If you're interested, I have a few 4e-ish inspired ideas that I'm planning to test out in 5th Edition.)[/COLOR] Looking back at my previous post, I think I may have confused by old 3rd Edition notes with some of my old 4th Edition notes... a fail on my part born from trying to keep several editions straight in my head while D&D isn't typically my primary rpg. I did recently join a 4th Edition game, and I had forgotten how much of a HP grind higher levels were. The group recently hit 13th level. For the most part, I think 5th has improved things. I imagine I'll have more of an opinion and more of a grasp on things over the next few months though. I'm running a game for a group of friends. A comment I made toward the end of the Survivor Races thread inspired me to write something using 5th Edition Gnolls and Elder Scrolls Oblivion as inspiration. Most of the problems I've had with 5th were during Adventurer's League play. Though, I do have a few things I'm planning to do differently out of the gate; using proficiency dice instead of a static modifier is something I'd like to do. From the player side of thing, I feel like it's boring when the group decides to just always have the guy with the +5 bonus attempt things. In theory, the dice are a bonus, but my guess is that the mental concept of dice being a little more random will (hopefully) inspire people who aren't trained in skills to still try things because it's not necessarily obvious that one member of the party should always be rolling. I'm also debating on making initiative something which has no connection to dexterity. [/QUOTE]
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