L
lowkey13
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Simultaneous action resolution instead of chess game turn taking! was a win ok... I let it go to the side but would love to have that restored in a more organized fashion.And some mechanics from that era are better for certain playstyles.
In other words, interpreting "previously unknown" as meaning "never heard of it". OK, that's valid; though not jhow I've ever interpreted it.You have to read it in pari mutuel.
"it is possible to acquire knowledge of additional spells previously unknown as long as this does not violate the maximum number of spells which can be known."
(emphasis supplied)
This is referring to acquiring new spells that the spellcaster has never encountered before; the easy example is a MU finds Unseen Servant on a scroll, having never learned or tried to learn it.
What laser-like focus on combat? Are skills, utility powers, rituals, magic items with no direct combat use (or movement stuff that clearly has use just as much in as out of combat), feats that do social or exploration/travel stuff, the mountains and mountains of lore in every single book and mag issue, skill challenges, etc all somehow focused on combat in a way that I missed?
What abilities are only usable in combat? Damaging powers? Even if we ignore that you can absolutely use those out of combat, how is that different from other editions?
Again, I’m not saying you’re wrong to have seen these things this way, I’m just saying that this perception is the result of presentation, not the actual nature of the things in question.
There is no version of dnd where I can see what you’re saying about the rogue and fighter playing a different game.Setting aside the satire: seriously do consider the question of rogues. I think you are sniffing around a real conclusion, but I don't think magic vs. nonmagic is the key distinction here. In "true D&D", the D&D in our nostalgia goggles, yes, the wizard is playing a different game than the fighter. But the rogue is playing a different game than the fighter too. And the cleric is playing a different game than the wizard. This diversity of the Core Four is, obviously, something that the 4E devs were aware of and tried to formalize with the class role system. But just as obviously, they missed the mark there for many players. Rogues' combat math says "striker", but since they use the same resource system as fighters, the decisions players are making are more similar to fighters, and so they feel more similar to play.
While 'pillar' was coined for the Next playtest, D&D has /always/ been accused of being too focused on combat. It was, afterall, a wargame, the combat chapter has generally been the largest (rivaled only by spells, which were super-powerful in combat), skills were virtually absent the first 25 years. 3.5 didn't much change that. Skills, yes, nice addition, good first step, but completely binary, everything was resolved by a single check - or, if really 'complex' a repeated check. 4e broke rituals out from combat spells, and introduced Skill Challenges which finally weighted non-combat encounters the same as combat, and gave them a resolution framework that could draw the whole party into a no-combat scene, and, less dramatically, group checks, which finally let a party perform whole-party, skill-based actions without virtually guaranteed failure.•a laser-like focus on combat pillar
Familiar from 3.5 - at least, it seemed like 3.5 combats often went that way for the group I played it with the most. I suppose it was lost once you got into 'rocket tag' territory. Conversely, I recall a lot of 'grind' in old-school combats that went south.the ebb and flow of combat -- the narrative of the PCs getting pushed down, rallying and coming back for a win is pretty deeply baked in
No restrictions, but fewer built-in benefits from combos like scry/buff/teleport, sure. Something else 5e hasn't entirely abandoned.the additional restrictions wrt operational movement, planning, and investigation, both magical and slightly less magical
Prior ed's teleports were longer distance and less restricted than that specific, racial power. Aside from that, most pivotal effects like flight, invisibility, and long-distance/beyond l-o-s teleport were pushed to significantly /higher/ level.the commonality of magicks previously kept to higher level use (Misty Step for one)
Simplified square-counting, making faster/simpler combat.square circles and short hypotenuses
There was significant siloing of combat & non-combat. What that did, was allow non-combat resources to be used more freely as such, and made it practical to greatly reduce the quantity of combat-available resources (spells in particular).abilities exclusively existing as combat assets
Very much so. Magic items may have ballooned in nominal price, but the utility they delivered was essentially base-line - the most critical, keeping up attack & defense, being easily replaced with Inherent Bonuses.reduced value of magic items and thus reason to explore
I cannot understand that attitude. But, hey, it's your attitude, 'tude at it in good health and enjoy your always-fresh-and-new games. I can see the appeal in that, too.I despise nostalgia. I genuinely view it as a poison in our social nature; something we should be taught to sublimate and hold in low regard.
Oh, it's not /hell/ without any nostalgia. Purgatory, maybe...5e is fun as hell without any nostalgia.
If the other one is 3e, yes, it's off whatever scale you're measuring the balance gulf between 4e & 5e against. 3e & 4e are, ironically, the outliers, balance-wise. 4e is often called 'balanced' or 'too balanced.' Both are exaggerations, IMHO.I guess I only care at all about roughly 3 editions, and even then only really 4e and 5e, but still. 4e and 5e are very close to each other, but no other edition comes close on the scale.
"lore" to me suggests setting information & tie-ins. Or do we just mean fluff/flavor text? Either way, if they're not flexible, they can limit character concept/realization.IMO having lore in the entry for every single option in the game promotes role playing, for a start.
I can see how weightier out-of-combat resolution would give more opportunities for RP, since you're expanding the range of play.As does making out of combat challenges have more mechanical weight, and keeping the binary result paradigm to simple checks.
Oh, that's starting to sound like "fiction first?"Skill challenges alone helped turn “Garthok moves x [movement] and then attacks using [ability or weapon]/ I want to roll to intimidate the Duke” players into players who inhabit their characters and spend the entire session paying attention and thinking in the “voice” of their character about what’s going on.
The powers themselves also [try to] encourage thinking about how your character moves, fights, defends, and views the battlefield. IOW, they encourage and support roleplaying in combat.
OK, yeah, that sounds plausible. 'Presentation' always felt like an excuse to me, like most gamers either play the game at such a casual level they hardly interact with the presentation of the rules, or they dive so deep into the rules in search of pearls of system-mastery that they transcend the presentation.So, this is what I mean about presentation.
Thus my theory that the essence of DnD for many/most is at least half presentation and socially shared acceptance. Another significant factor is magic feeling as different as possible from the mundane. Make magic a set of skills with basic uses laid out that you have to “stunt” with just like physical skills and attacks in order to do wild stuff, and it probably won’t feel like dnd to most folks.
I'm telling you this as a friend.
You may want to re-evaluate your life-choices if you have optimized your fast food pizza.![]()