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<blockquote data-quote="Oofta" data-source="post: 7487723" data-attributes="member: 6801845"><p>Part of this goes back to one person's Sacred Cow is another person's "it works good enough and there's no reason to be different for the sake of being different".</p><p></p><p>The other part is that they tried a fairly radical departure with 4E and it was pretty much a flop commercially. Maybe 5E's popularity is just coincidence, but I think part of it is just the style of play that it evokes. I remember watching a podcast of 4E when it first came out ... the people weren't having fun they weren't <em>engaging</em> because they were always looking at power cards to figure out what they did or if a power could solve the problem.</p><p></p><p>So I understand the hesitance to change the basic mechanics of the game. If the formula works, there's not a lot of motivation to tweak it.</p><p></p><p>In any case put me on the side of most things are "good enough" and not sacred cows. Why change things that are not broken? There's a handful of things (I dislike how ability replacement items work) but those are easily house ruled.</p><p></p><p>Anyway, thanks for the clarification. I think alignment (as an example) works decent because it's a simple 2 word descriptor that covers a lot of territory. I think other descriptors are best left to descriptions, backgrounds and a DMs imagination.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7487723, member: 6801845"] Part of this goes back to one person's Sacred Cow is another person's "it works good enough and there's no reason to be different for the sake of being different". The other part is that they tried a fairly radical departure with 4E and it was pretty much a flop commercially. Maybe 5E's popularity is just coincidence, but I think part of it is just the style of play that it evokes. I remember watching a podcast of 4E when it first came out ... the people weren't having fun they weren't [I]engaging[/I] because they were always looking at power cards to figure out what they did or if a power could solve the problem. So I understand the hesitance to change the basic mechanics of the game. If the formula works, there's not a lot of motivation to tweak it. In any case put me on the side of most things are "good enough" and not sacred cows. Why change things that are not broken? There's a handful of things (I dislike how ability replacement items work) but those are easily house ruled. Anyway, thanks for the clarification. I think alignment (as an example) works decent because it's a simple 2 word descriptor that covers a lot of territory. I think other descriptors are best left to descriptions, backgrounds and a DMs imagination. [/QUOTE]
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