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What Makes 5E "5E"?
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<blockquote data-quote="Oofta" data-source="post: 9565279" data-attributes="member: 6801845"><p>I've played D&D forever and I the current version is likely my favorite (I think, the 2024 version is still new). Thinking about past versions and what I enjoyed the most about playing the game and I have to say that 5E works for me because it does a decent job of balancing the different things I want out of the game because they can sometimes be contradictory. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>On the one hand I want a game that's relatively simple to play because even though I've played for a long time I still want a more casual game when it comes to the rules that we use. So what makes 5E "5E"? A lot of points have already been covered but off the top of my head</p><ul> <li data-xf-list-type="ul">Bounded accuracy<ul> <li data-xf-list-type="ul">I can now actually use monsters a few CR levels below the party level and they can still be effective.</li> <li data-xf-list-type="ul">With some pretty rare exceptions (e.g. that guy that puts absolutely everything into having a sky-high perception check), people who are proficient in a skill aren't generally that far behind. </li> <li data-xf-list-type="ul">AC doesn't go through the roof unless the DM allows it to be an issue. I'm looking at you, the DM who gives the fighter +3 plate, +3 shield, cloak and rings of protection by the time they're 10th level.</li> <li data-xf-list-type="ul">We don't need the magic item treadmill of required weapon upgrades, especially now with 5E.24 seeming to get rid of the immunities to mundane weapons.</li> </ul></li> <li data-xf-list-type="ul">More approachable rules and options. Yes, there is still some complexity to the game system mastery isn't the requirement that we had in the previous WotC editions. I know people complain about natural language being used but new people getting into previous editions faced a pretty steep uphill climb of jargon and overall complexity. </li> <li data-xf-list-type="ul">The return of and emphasis on DM empowerment and house rules. In both 3 and even more in 4E, WotC seemed to want a one true way of playing. Lock down the rules so we all have the same experience may make sense in some ways but I don't think it ever really worked well. </li> <li data-xf-list-type="ul">Decent balance between classes at all levels. No, this will never be perfect even if you go the route of 4E having all characters use the same AEDU structure (until Essentials, which I still think of as 4.5E). While different classes serve different roles as part of the team and different classes have different ways to shine, for the most part they balance out in my experience which includes multiple campaigns run to level 20.</li> <li data-xf-list-type="ul">Less of a need for "must have" classes like the cleric. Yes, having a dedicated healer is nice but it is not an absolute requirement since there are now (especially with drinking potions being a bonus action) alternatives.</li> </ul><p>There are always going to be things I don't care for a well of course, like the rogue's reliable talent, but that's what I can think of off the top of my head for now.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9565279, member: 6801845"] I've played D&D forever and I the current version is likely my favorite (I think, the 2024 version is still new). Thinking about past versions and what I enjoyed the most about playing the game and I have to say that 5E works for me because it does a decent job of balancing the different things I want out of the game because they can sometimes be contradictory. :) On the one hand I want a game that's relatively simple to play because even though I've played for a long time I still want a more casual game when it comes to the rules that we use. So what makes 5E "5E"? A lot of points have already been covered but off the top of my head [LIST] [*]Bounded accuracy [LIST] [*]I can now actually use monsters a few CR levels below the party level and they can still be effective. [*]With some pretty rare exceptions (e.g. that guy that puts absolutely everything into having a sky-high perception check), people who are proficient in a skill aren't generally that far behind. [*]AC doesn't go through the roof unless the DM allows it to be an issue. I'm looking at you, the DM who gives the fighter +3 plate, +3 shield, cloak and rings of protection by the time they're 10th level. [*]We don't need the magic item treadmill of required weapon upgrades, especially now with 5E.24 seeming to get rid of the immunities to mundane weapons. [/LIST] [*]More approachable rules and options. Yes, there is still some complexity to the game system mastery isn't the requirement that we had in the previous WotC editions. I know people complain about natural language being used but new people getting into previous editions faced a pretty steep uphill climb of jargon and overall complexity. [*]The return of and emphasis on DM empowerment and house rules. In both 3 and even more in 4E, WotC seemed to want a one true way of playing. Lock down the rules so we all have the same experience may make sense in some ways but I don't think it ever really worked well. [*]Decent balance between classes at all levels. No, this will never be perfect even if you go the route of 4E having all characters use the same AEDU structure (until Essentials, which I still think of as 4.5E). While different classes serve different roles as part of the team and different classes have different ways to shine, for the most part they balance out in my experience which includes multiple campaigns run to level 20. [*]Less of a need for "must have" classes like the cleric. Yes, having a dedicated healer is nice but it is not an absolute requirement since there are now (especially with drinking potions being a bonus action) alternatives. [/LIST] There are always going to be things I don't care for a well of course, like the rogue's reliable talent, but that's what I can think of off the top of my head for now. [/QUOTE]
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