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Why does 5E SUCK?
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<blockquote data-quote="Ashkelon" data-source="post: 6648259" data-attributes="member: 6774887"><p>We had a few tweaks to the base system that made the game work really well IMHO.</p><p></p><p>First off, we used black and red poker chips (3 of each) instead of daily/encounter powers. Your encounter and daily powers represented powers known. You spend a chip to use a power. This mean you could repeat the same power multiple times in an encounter if you really wanted to. To limit spamming, we said that you could not repeat the same power twice in a row.</p><p></p><p>Secondly, to improvise, you merely needed to spend a poker chip and describe what you are trying to accomplish. Damage and effect was largely based off pg 42 and the type of chip used. It was actually super easy to make off the cuff rulings. Typically, an improvised action was somewhat inferior to a regular encounter power, but was useful if you needed a specific effect that you could not otherwise get (slow, daze, prone, AoE, etc).</p><p></p><p>I noticed far more improvisation in my 4e games than in my 5e ones. It was also easier to create the rulings for improvised actions. But 4e combats just took far too long and there were far too many bonuses/numbers to keep track of that we eventually decided to make the switch to 5e.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6648259, member: 6774887"] We had a few tweaks to the base system that made the game work really well IMHO. First off, we used black and red poker chips (3 of each) instead of daily/encounter powers. Your encounter and daily powers represented powers known. You spend a chip to use a power. This mean you could repeat the same power multiple times in an encounter if you really wanted to. To limit spamming, we said that you could not repeat the same power twice in a row. Secondly, to improvise, you merely needed to spend a poker chip and describe what you are trying to accomplish. Damage and effect was largely based off pg 42 and the type of chip used. It was actually super easy to make off the cuff rulings. Typically, an improvised action was somewhat inferior to a regular encounter power, but was useful if you needed a specific effect that you could not otherwise get (slow, daze, prone, AoE, etc). I noticed far more improvisation in my 4e games than in my 5e ones. It was also easier to create the rulings for improvised actions. But 4e combats just took far too long and there were far too many bonuses/numbers to keep track of that we eventually decided to make the switch to 5e. [/QUOTE]
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