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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5709270" data-attributes="member: 82106"><p>Right, but UEONT flight or levitation, etc would work in the same situations. KD IMHO is just wrong about the overall utility factor. Tactiport is a bit better than walking or 'fly for a move', but the range is usually too short to break things, and the vast majority of encounters won't really notice the difference either. There are a billion-and-a-half ways to get around OAs, and that's the main function of tactiport. Flying can put you in a spot where you can't be attacked, which is something you cannot otherwise achieve most of the time, AND it has many of the tactical advantages of tactiport. </p><p></p><p>As for the 'flavor' thing... Well, what can anyone say? It is neither here nor there. Yes it is a bit different from AD&D etc. Each edition throws out some slightly different twist on things. If they simply all had to produce exactly the same perfectly consistent in-game results we'd still be playing OD&D. I've run the same campaign world since the 1970's (yeah, I have maps made by 12 yr old me, from before D&D came out when we had to make our own rules). I don't see a massive inconsistency that prevents me from using it with 4e. Sure, some minor details of how some tactical combat would have worked in different rules maybe changed. Nobody is going back and rerunning adventures we did at age 14 with 4e rules. The core world assumptions really haven't changed that much. The world wasn't a terribly logical extrapolation of the D&D rules of that day and it probably isn't a terribly logical extrapolation of 4e rules either, but IMHO trying to do that is the way of madness anyhow.</p><p></p><p>I guess my point is I don't think tactiport needs to be blown away for some obscure flavor reason. Its fun and it works, and it isn't even close to breaking anything. Flying was never THAT easy to get even in 2e really either, unless the DM wanted it to be. Not super hard, but also not something you usually picked up before you could cast 3rd or 4th level spells. It is still variable and somewhat DM dependent in 4th too, so I don't think it is all that different. Honestly, if anything, the 4e designers spent a lot more time thinking about the world implications of magical effects than anyone ever did in previous editions. I really appreciated that. In fact it has been one of the more satisfying aspects of 4e overall.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5709270, member: 82106"] Right, but UEONT flight or levitation, etc would work in the same situations. KD IMHO is just wrong about the overall utility factor. Tactiport is a bit better than walking or 'fly for a move', but the range is usually too short to break things, and the vast majority of encounters won't really notice the difference either. There are a billion-and-a-half ways to get around OAs, and that's the main function of tactiport. Flying can put you in a spot where you can't be attacked, which is something you cannot otherwise achieve most of the time, AND it has many of the tactical advantages of tactiport. As for the 'flavor' thing... Well, what can anyone say? It is neither here nor there. Yes it is a bit different from AD&D etc. Each edition throws out some slightly different twist on things. If they simply all had to produce exactly the same perfectly consistent in-game results we'd still be playing OD&D. I've run the same campaign world since the 1970's (yeah, I have maps made by 12 yr old me, from before D&D came out when we had to make our own rules). I don't see a massive inconsistency that prevents me from using it with 4e. Sure, some minor details of how some tactical combat would have worked in different rules maybe changed. Nobody is going back and rerunning adventures we did at age 14 with 4e rules. The core world assumptions really haven't changed that much. The world wasn't a terribly logical extrapolation of the D&D rules of that day and it probably isn't a terribly logical extrapolation of 4e rules either, but IMHO trying to do that is the way of madness anyhow. I guess my point is I don't think tactiport needs to be blown away for some obscure flavor reason. Its fun and it works, and it isn't even close to breaking anything. Flying was never THAT easy to get even in 2e really either, unless the DM wanted it to be. Not super hard, but also not something you usually picked up before you could cast 3rd or 4th level spells. It is still variable and somewhat DM dependent in 4th too, so I don't think it is all that different. Honestly, if anything, the 4e designers spent a lot more time thinking about the world implications of magical effects than anyone ever did in previous editions. I really appreciated that. In fact it has been one of the more satisfying aspects of 4e overall. [/QUOTE]
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