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Why does 5E SUCK?
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<blockquote data-quote="Erechel" data-source="post: 6650762" data-attributes="member: 6784868"><p>I clearly fail to see a difference between the two editions in the aspect you brought to the table, carzy arabian, besides the narrower liberty of the 4th edition DM to accomplish certain tasks. In the 5 Edition DMG (and in PHB if my mind isn't slippering) there are listed several examples of how to adjudicate difficulty. The outcome is not given by level, but by several factors. </p><p></p><p>And you are constructing a strawman. Both editions have similar rules to varying in tone, but you like more 4th, which is clearly focused on one aspect (combat). Every other aspect is only streamlined, but there is not a significant variation in tone than prior or this edition. Your complaint is "I cannot be as powerful as I use to be": this is a genre convention too. And is true and false at the same time. You <em>can</em> be as powerful with optional rules.</p><p></p><p>D&D has clearly a niche of genres that can fulfill optimally. It is a broad spectrum, though, as you could easily go from crime fiction to the super duper heroes that can overcome fearsome feats of valor and strength (AKA killing dragons/demons/whatever), to the clashing of armies like <em>A Song of Ice and Fire</em>. It can replicate other genres too (Space Opera is an example, but post apocalyptic zombi survival too, and also superheroic fantasy with the optional DMG rules, which aren't houserules at all, because they are brought from 4th edition and listed as variants in the DMG). You also can make a politicaly intrincated campaign, and add Reputation, Loyalty, Honor, etc. Or a lovecraftian horror genre: add madness (DMG).</p><p></p><p>Clearly, the fact you don't like is the flatter numbers. You want that level 13 were superheroes or demigods, capable of things than nothing else can accomplish. Fine. All you want is that numbers don't give any strenght at all, keeping irrelevant entire chunks of world construction (you can say the opposite in earlier editions: why a king bothers in gather an army, guards or a knightly order, if they are made irrelevant by a single champion? Nothing except the Big Damn Heroes can oppose a threat to +5 level enemies). But this is hardly a sign of bad design, and it can be hacked if you don't like it.</p></blockquote><p></p>
[QUOTE="Erechel, post: 6650762, member: 6784868"] I clearly fail to see a difference between the two editions in the aspect you brought to the table, carzy arabian, besides the narrower liberty of the 4th edition DM to accomplish certain tasks. In the 5 Edition DMG (and in PHB if my mind isn't slippering) there are listed several examples of how to adjudicate difficulty. The outcome is not given by level, but by several factors. And you are constructing a strawman. Both editions have similar rules to varying in tone, but you like more 4th, which is clearly focused on one aspect (combat). Every other aspect is only streamlined, but there is not a significant variation in tone than prior or this edition. Your complaint is "I cannot be as powerful as I use to be": this is a genre convention too. And is true and false at the same time. You [I]can[/I] be as powerful with optional rules. D&D has clearly a niche of genres that can fulfill optimally. It is a broad spectrum, though, as you could easily go from crime fiction to the super duper heroes that can overcome fearsome feats of valor and strength (AKA killing dragons/demons/whatever), to the clashing of armies like [I]A Song of Ice and Fire[/I]. It can replicate other genres too (Space Opera is an example, but post apocalyptic zombi survival too, and also superheroic fantasy with the optional DMG rules, which aren't houserules at all, because they are brought from 4th edition and listed as variants in the DMG). You also can make a politicaly intrincated campaign, and add Reputation, Loyalty, Honor, etc. Or a lovecraftian horror genre: add madness (DMG). Clearly, the fact you don't like is the flatter numbers. You want that level 13 were superheroes or demigods, capable of things than nothing else can accomplish. Fine. All you want is that numbers don't give any strenght at all, keeping irrelevant entire chunks of world construction (you can say the opposite in earlier editions: why a king bothers in gather an army, guards or a knightly order, if they are made irrelevant by a single champion? Nothing except the Big Damn Heroes can oppose a threat to +5 level enemies). But this is hardly a sign of bad design, and it can be hacked if you don't like it. [/QUOTE]
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