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General Tabletop Discussion
*Dungeons & Dragons
What I want out of 5th edition and my thoughts on what we have so far.
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<blockquote data-quote="Li Shenron" data-source="post: 6237572" data-attributes="member: 1465"><p>IMHO, the last playtest version of 5e is less combat-centric than 3e and much less so than 4e. The rules of combat are much slimmer, and this combined with DM's adventure and encounter design should allow you to have a combat-light game. True that a lot of character abilities and spells are about doing damage, and while it's easy to pick non-offensive spells, it's less easy to avoid damage-dealing class features.</p><p></p><p>Ultimately the real problem that will prevent you to play a combat-light game, will be your players not wanting the same and therefore picking combat abilities all the time.</p><p></p><p></p><p></p><p>Dying rules are always doomed to fail, because there is no one size fits all. The only way out, is throw the official rules in the garbage as soon as you've tried them and dislike them, and then make your own.</p><p></p><p></p><p></p><p>I agree with this, and they lost a valid system when they decided to change from feats & Specialties to mega-feats (i.e. old Specialties are the new feats). But they won't change back.</p><p></p><p></p><p></p><p>In this case, I think it's good to wait for the final books. It might be that they won't change much, but it might also be that they've shown us total drafts instead of the real monsters so far.</p><p></p><p></p><p></p><p>You can be optimistic about this, because the current class framework (class+subclasses+feats) leaves a lot of space for new versions of everything later on, or for designing your own versions with relative ease. Thanks to the proficiency system which eliminates class-specific progressions such as BAB and ST, replacing class features and making custom subclasses should be easier than in previous editions.</p><p></p><p></p><p></p><p>Yeah I agree also... unfortunately I don't think they even took this into consideration ever. </p><p></p><p>At least, the stat cap will make the combo relevant only for the first few levels.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6237572, member: 1465"] IMHO, the last playtest version of 5e is less combat-centric than 3e and much less so than 4e. The rules of combat are much slimmer, and this combined with DM's adventure and encounter design should allow you to have a combat-light game. True that a lot of character abilities and spells are about doing damage, and while it's easy to pick non-offensive spells, it's less easy to avoid damage-dealing class features. Ultimately the real problem that will prevent you to play a combat-light game, will be your players not wanting the same and therefore picking combat abilities all the time. Dying rules are always doomed to fail, because there is no one size fits all. The only way out, is throw the official rules in the garbage as soon as you've tried them and dislike them, and then make your own. I agree with this, and they lost a valid system when they decided to change from feats & Specialties to mega-feats (i.e. old Specialties are the new feats). But they won't change back. In this case, I think it's good to wait for the final books. It might be that they won't change much, but it might also be that they've shown us total drafts instead of the real monsters so far. You can be optimistic about this, because the current class framework (class+subclasses+feats) leaves a lot of space for new versions of everything later on, or for designing your own versions with relative ease. Thanks to the proficiency system which eliminates class-specific progressions such as BAB and ST, replacing class features and making custom subclasses should be easier than in previous editions. Yeah I agree also... unfortunately I don't think they even took this into consideration ever. At least, the stat cap will make the combo relevant only for the first few levels. [/QUOTE]
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What I want out of 5th edition and my thoughts on what we have so far.
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