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Why can’t I find anything wrong with 5e?
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<blockquote data-quote="pemerton" data-source="post: 6972418" data-attributes="member: 42582"><p>I think some things are subjective.</p><p></p><p>I've read a lot of threads, for instance, where posters say that if 5e had damage on a miss from weapon attacks; or had martial/inspirational healing on a par with clerical healing; then that would be a problem for them. For me, those things would increase the appeal of the game. That seems to be a matter of subjective opinion.</p><p></p><p>I've also read a number of threads that point out ways in which 5e makes ranged combat build more powerful, relative to melee builds, than tended to be the case in earlier editions (eg because of the movement rules and the feats available). The general form this analysis takes resembles those analyses of 3E that point out how, compared to AD&D, it made spell-casting more effective (eg saves get worse rather than better over time; no spell disruption; etc).</p><p></p><p>These analyses are not just matters of subjective opinion. They are attempts to work out the logic and implications of the game rules.</p><p></p><p>Whether or not they are diagnoses of <em>problems</em> is a further thing, though. Clearly some people don't mind a game in which, as levels increase, a wizard is more rather than less likely able to charm a fighter. And clearly some don't mind a game in which ranged combat enjoys a higher degree of mechanical enhancement than it previously has - maybe because they like playing archers, or maybe because they play melee warriors regardless of which way the mechanics lean.</p><p></p><p>One thing that I think is pretty clear from reading these boards is that different players take very different attitudes to what the rules are for. Those differences of attitude are pretty clearly going to lead to different play experiences relative to a given ruleset.</p><p></p><p>But I don't think I would put those different attitudes on a <em>spectrum</em>. Someone can play the game for story and fun, but nevertheless see the rules as central to the play experience - because (as they play the game) the rules are what determine the outcomes of action declarations, and those outcomes are the content of the story. That sort of person has a very different approach to the game from someone who (for example) wants the GM to tell him/her what happens next; but both players might be there for story and fun.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6972418, member: 42582"] I think some things are subjective. I've read a lot of threads, for instance, where posters say that if 5e had damage on a miss from weapon attacks; or had martial/inspirational healing on a par with clerical healing; then that would be a problem for them. For me, those things would increase the appeal of the game. That seems to be a matter of subjective opinion. I've also read a number of threads that point out ways in which 5e makes ranged combat build more powerful, relative to melee builds, than tended to be the case in earlier editions (eg because of the movement rules and the feats available). The general form this analysis takes resembles those analyses of 3E that point out how, compared to AD&D, it made spell-casting more effective (eg saves get worse rather than better over time; no spell disruption; etc). These analyses are not just matters of subjective opinion. They are attempts to work out the logic and implications of the game rules. Whether or not they are diagnoses of [I]problems[/I] is a further thing, though. Clearly some people don't mind a game in which, as levels increase, a wizard is more rather than less likely able to charm a fighter. And clearly some don't mind a game in which ranged combat enjoys a higher degree of mechanical enhancement than it previously has - maybe because they like playing archers, or maybe because they play melee warriors regardless of which way the mechanics lean. One thing that I think is pretty clear from reading these boards is that different players take very different attitudes to what the rules are for. Those differences of attitude are pretty clearly going to lead to different play experiences relative to a given ruleset. But I don't think I would put those different attitudes on a [I]spectrum[/I]. Someone can play the game for story and fun, but nevertheless see the rules as central to the play experience - because (as they play the game) the rules are what determine the outcomes of action declarations, and those outcomes are the content of the story. That sort of person has a very different approach to the game from someone who (for example) wants the GM to tell him/her what happens next; but both players might be there for story and fun. [/QUOTE]
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Why can’t I find anything wrong with 5e?
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