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Why does 5E SUCK?
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<blockquote data-quote="D'karr" data-source="post: 6646401" data-attributes="member: 336"><p>I agree with the first paragraph and completely disagree with the second paragraph. I have made extensive additions and modifications to the game with little effort, and have heard of many in these forums that have done something similar. Creating a class in any game is a chore, if you try to do it all in one sitting. In 4e with the common base framework, the creation effort does not have to be Herculean, and can actually be broken into much smaller chunks by tier, which can be much easier. Anybody can make it very difficult, but it is not necessary to do so.</p><p></p><p></p><p></p><p>Classic D&D has so much re-working and additions not because it was low-risk but because the internal systems had so many issues/problems. Binders full of house-rules were not the exception but the norm. 3.x ended up taking a lot of these fixes and implementing them into the system and made more streamlined core. Unfortunately, it also went off the deep-end by attempting to use rules for everything. And placing so much dependency on the rules. 4e also made a balancing effort, and placed a lot of reliance on the rules, but in its case the rules were rather flexible because at it's heart the system was predicated on exceptions. In addition the system gave the DM solid tools to determine expectations, rather that making rulings with few or no guidelines.</p><p></p><p></p><p></p><p>I would say that 5e learned from the mistakes of classic by implementing a solid consistent core. I'm a lot more hesitant to say that it provides solid rework guidelines that are any better than simply saying, "you are on your own, make it up as you go". </p><p></p><p>The issue of class dependency on rests comes to mind as part of that framework. It is one thing to provide a variant rule that tells the DM that they can adjust rest periods to something that is more suitable to their desired timeframe. It is another to actually describe to them the synergies that are involved in rest periods and what classes will be impacted by the adjustment.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6646401, member: 336"] I agree with the first paragraph and completely disagree with the second paragraph. I have made extensive additions and modifications to the game with little effort, and have heard of many in these forums that have done something similar. Creating a class in any game is a chore, if you try to do it all in one sitting. In 4e with the common base framework, the creation effort does not have to be Herculean, and can actually be broken into much smaller chunks by tier, which can be much easier. Anybody can make it very difficult, but it is not necessary to do so. Classic D&D has so much re-working and additions not because it was low-risk but because the internal systems had so many issues/problems. Binders full of house-rules were not the exception but the norm. 3.x ended up taking a lot of these fixes and implementing them into the system and made more streamlined core. Unfortunately, it also went off the deep-end by attempting to use rules for everything. And placing so much dependency on the rules. 4e also made a balancing effort, and placed a lot of reliance on the rules, but in its case the rules were rather flexible because at it's heart the system was predicated on exceptions. In addition the system gave the DM solid tools to determine expectations, rather that making rulings with few or no guidelines. I would say that 5e learned from the mistakes of classic by implementing a solid consistent core. I'm a lot more hesitant to say that it provides solid rework guidelines that are any better than simply saying, "you are on your own, make it up as you go". The issue of class dependency on rests comes to mind as part of that framework. It is one thing to provide a variant rule that tells the DM that they can adjust rest periods to something that is more suitable to their desired timeframe. It is another to actually describe to them the synergies that are involved in rest periods and what classes will be impacted by the adjustment. [/QUOTE]
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