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Why is tradition (in D&D) important to you? [+]
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<blockquote data-quote="UngeheuerLich" data-source="post: 8526468" data-attributes="member: 59057"><p>I hope that was not a response to me, because it was under my post. </p><p>If it is, I don't know how you read that into my post... </p><p>Maybe I explain. </p><p>I agree with Oofta that 4e was rushed out too much. And it deviated too much from what people expected from DnD coming from 3e.</p><p>Sloppy editing, need for huge amounts of errata from day one. And way too many feats too fast. I only used online tools to always be up to date. </p><p>And that was actually the original intention: digital distribution with constant rules updates. That was never fuly realized due to tragic circumstances. </p><p></p><p>Apart from that, 4e was a great game. I did have a lot of fun for a while. But there was just a bit too much revolution. No matter how good some designs were, people were not ready for that amount. And on top it changed our playstyle by having such dynamic combats. </p><p>In a way it was an evolution that began in tge transition from 2e over combat and tactics to 3e and then 3.5. The use of the grid and combat maneuvers to fully utilize it. We were able to ignore the change up to 3.5 (although it was getting harder and harder) and in 4e we were fully battle map. And for our way of playing that just meant the dead for our adventures as we were happy playing out one combat per session not making real progress in the adventure. </p><p></p><p>So... after that preamble:</p><p></p><p>What broke too much with tradition (my guess) :</p><ul> <li data-xf-list-type="ul">30 levels instead of 20</li> <li data-xf-list-type="ul">no 9 spell levels</li> <li data-xf-list-type="ul">fighers actually doing interesting things (which is the reason the battlemaster maneuvers got relegated to subclass... :/)</li> <li data-xf-list-type="ul">monsters devided into minions/normal/elite/solo and standardized roles that had more or less fixed base stats</li> <li data-xf-list-type="ul">hp and healing surges.</li> <li data-xf-list-type="ul">rituals?</li> </ul><p></p><p>I reiterate: those were mostly great ideas and I am glad those found their way into 5e in some form. But the appeal of 5e is that it enabled more traditional play with modern rules. Hopefully 5.5 will revive more 4e Ideas in some way, as 4e is now also tradition, so anyone can play as the wish.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8526468, member: 59057"] I hope that was not a response to me, because it was under my post. If it is, I don't know how you read that into my post... Maybe I explain. I agree with Oofta that 4e was rushed out too much. And it deviated too much from what people expected from DnD coming from 3e. Sloppy editing, need for huge amounts of errata from day one. And way too many feats too fast. I only used online tools to always be up to date. And that was actually the original intention: digital distribution with constant rules updates. That was never fuly realized due to tragic circumstances. Apart from that, 4e was a great game. I did have a lot of fun for a while. But there was just a bit too much revolution. No matter how good some designs were, people were not ready for that amount. And on top it changed our playstyle by having such dynamic combats. In a way it was an evolution that began in tge transition from 2e over combat and tactics to 3e and then 3.5. The use of the grid and combat maneuvers to fully utilize it. We were able to ignore the change up to 3.5 (although it was getting harder and harder) and in 4e we were fully battle map. And for our way of playing that just meant the dead for our adventures as we were happy playing out one combat per session not making real progress in the adventure. So... after that preamble: What broke too much with tradition (my guess) : [LIST] [*]30 levels instead of 20 [*]no 9 spell levels [*]fighers actually doing interesting things (which is the reason the battlemaster maneuvers got relegated to subclass... :/) [*]monsters devided into minions/normal/elite/solo and standardized roles that had more or less fixed base stats [*]hp and healing surges. [*]rituals? [/LIST] I reiterate: those were mostly great ideas and I am glad those found their way into 5e in some form. But the appeal of 5e is that it enabled more traditional play with modern rules. Hopefully 5.5 will revive more 4e Ideas in some way, as 4e is now also tradition, so anyone can play as the wish. [/QUOTE]
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