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Community
General Tabletop Discussion
*Dungeons & Dragons
What is the point of the mark combat option?
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<blockquote data-quote="Mercule" data-source="post: 6636226" data-attributes="member: 5100"><p>In full disclosure, we did play one adventure in 4E. It wasn't enough to make us switch systems, but I'm not completely clueless. I just wouldn't pass myself off as having enough knowledge to have a defensible opinion.</p><p></p><p>What little opinion I have is that 4E seemed like a fine game, but didn't really "feel" like D&D, to me. 3E was a huge overhaul, but converting our 2E game "felt" continuous. I can't imagine that being the same w/ 4E, barring heavy use of some late 3.5 supplements. Every now and then, I run into something in 5E (healing during short rests or powers usable X per short rest, for example) that make me think strongly of 4E. The base system is so different, though, that it's almost like saying they borrowed the background characteristics from Fate aspects -- you have to squint and turn your head a bit to really see it. I feel a little bad for 4E fans, but I'm mostly glad that the core mechanics look a lot more like the BECMI and 1E stuff I cut my teeth on. At least 3E continues on in Pathfinder.</p><p></p><p>I think the D&D "family tree" has a reasonably clear progression from BECMI to AD&D 1E to AD&D 2E. Then we have 3E, 4E, and 5E that all branch from 2E. The linearity of evolution totally disappeared. 5E really "feels" a lot more like "old school" D&D, to me, than either 3E or 4E. I'm okay with that. In retrospect, I really think that 5E would have been a better "3E" than 3E was, but we needed to pass through 3E and 4E to get to where we are, now. And, I really do include 4E in that evolution. We learned a lot about managing abilities and effects in new ways during 4E. Lots of "out of the box" thinking that got reintegrated into the lineage. It's very subtle (vanishingly so, in some cases) but it's there in ways that really improve the game, even for folks that loathed 4E, though they might be chagrinned if they figured that out.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6636226, member: 5100"] In full disclosure, we did play one adventure in 4E. It wasn't enough to make us switch systems, but I'm not completely clueless. I just wouldn't pass myself off as having enough knowledge to have a defensible opinion. What little opinion I have is that 4E seemed like a fine game, but didn't really "feel" like D&D, to me. 3E was a huge overhaul, but converting our 2E game "felt" continuous. I can't imagine that being the same w/ 4E, barring heavy use of some late 3.5 supplements. Every now and then, I run into something in 5E (healing during short rests or powers usable X per short rest, for example) that make me think strongly of 4E. The base system is so different, though, that it's almost like saying they borrowed the background characteristics from Fate aspects -- you have to squint and turn your head a bit to really see it. I feel a little bad for 4E fans, but I'm mostly glad that the core mechanics look a lot more like the BECMI and 1E stuff I cut my teeth on. At least 3E continues on in Pathfinder. I think the D&D "family tree" has a reasonably clear progression from BECMI to AD&D 1E to AD&D 2E. Then we have 3E, 4E, and 5E that all branch from 2E. The linearity of evolution totally disappeared. 5E really "feels" a lot more like "old school" D&D, to me, than either 3E or 4E. I'm okay with that. In retrospect, I really think that 5E would have been a better "3E" than 3E was, but we needed to pass through 3E and 4E to get to where we are, now. And, I really do include 4E in that evolution. We learned a lot about managing abilities and effects in new ways during 4E. Lots of "out of the box" thinking that got reintegrated into the lineage. It's very subtle (vanishingly so, in some cases) but it's there in ways that really improve the game, even for folks that loathed 4E, though they might be chagrinned if they figured that out. [/QUOTE]
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What is the point of the mark combat option?
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