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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What should 5e do to pull in 4e players?
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<blockquote data-quote="Incenjucar" data-source="post: 5776056" data-attributes="member: 6182"><p>Ease of use is a major thing - 4E fits into a very busy schedule.</p><p></p><p>Balance - Could have used more work, still - too many character got left out of skill challenges in games without more creative players or DMs, but still better than what came before.</p><p></p><p>Fairness - Everyone is awesome. Everyone gets to shine more or less equally, and in spectacular fashion, and on a regular basis.</p><p></p><p>Exploring new archetypes - not having to put up with wizards and religious leaders in every single campaign is fantastic. Still quite miffed that we missed out on shadow and most especially elemental classes. The promise of elemental classes were part of why I got back into D&D.</p><p></p><p>Clear rules - I can ad lib with the best of them, but I like getting to keep that to corner cases rather than houseruling every five minutes. Not having to carry books around when I DM or play is fantastic.</p><p></p><p>Loose fluff, abstract rules - I hate being weighed down by someone else's fiction or excessive details. A more abstract system with lighter fluff makes it easier to paint my vision of the game and keep balance in check when someone wants to get creative.</p><p></p><p>Nod to contemporary fantasy - I like fighters who can keep pace with wizards. I like wizards in armor. I like monsters that are still terrible even if noble, and hideous beasts from vile cultures that can learn kindness (and not just by spontaneous mutation). I like crazy races with crazy powers who go on crazy adventures. I like natural, real personalities that aren't all beholden to the cosmos, even if some others are. I love plenty of old stuff, but man, there are amazing new ideas born every day that deserve their chance at the table.</p></blockquote><p></p>
[QUOTE="Incenjucar, post: 5776056, member: 6182"] Ease of use is a major thing - 4E fits into a very busy schedule. Balance - Could have used more work, still - too many character got left out of skill challenges in games without more creative players or DMs, but still better than what came before. Fairness - Everyone is awesome. Everyone gets to shine more or less equally, and in spectacular fashion, and on a regular basis. Exploring new archetypes - not having to put up with wizards and religious leaders in every single campaign is fantastic. Still quite miffed that we missed out on shadow and most especially elemental classes. The promise of elemental classes were part of why I got back into D&D. Clear rules - I can ad lib with the best of them, but I like getting to keep that to corner cases rather than houseruling every five minutes. Not having to carry books around when I DM or play is fantastic. Loose fluff, abstract rules - I hate being weighed down by someone else's fiction or excessive details. A more abstract system with lighter fluff makes it easier to paint my vision of the game and keep balance in check when someone wants to get creative. Nod to contemporary fantasy - I like fighters who can keep pace with wizards. I like wizards in armor. I like monsters that are still terrible even if noble, and hideous beasts from vile cultures that can learn kindness (and not just by spontaneous mutation). I like crazy races with crazy powers who go on crazy adventures. I like natural, real personalities that aren't all beholden to the cosmos, even if some others are. I love plenty of old stuff, but man, there are amazing new ideas born every day that deserve their chance at the table. [/QUOTE]
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General Tabletop Discussion
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What should 5e do to pull in 4e players?
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