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Will there be a 4.75 a la Pathfinder?
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<blockquote data-quote="Tony Vargas" data-source="post: 6331741" data-attributes="member: 996"><p>13A and 5e set out to do many of the same things. 13A calls itself a 'love letter to D&D.' 5e says its 'for everyone who ever loved D&D.' 5e uses bounded accuracy to cut down on number bloat, while 13A pairs itself down to 10 levels to do the same thing. 13A and 5e both try to escape 'grid dependence,' 13A by providing a range/area/positioning system that doesn't use or require a grid, 5e by putting everything in feet and calling the grid optional. 13A and 5e both get back to making classes 'unique' - 13A by giving /every/ class unique mechanics, even if risks screwing up balance, 5e by making classes vaguely resemble their pre-4e selves, even (especially?) where that's known to cause major balance headaches, or when it results in classes being mechanically very similar (the Basic Cleric & Wizard use the exact same casting system and gave identical slots/level/day tables, for instance). Both try to speed up combat by making it a little simpler, 13A also tries to wrap up a fight with the escalation die that tilts a battle in the PC's favor if it starts to drag, and the 5e playtest made combats lightning fast via a stunningly fragile set of monsters.</p><p></p><p>13A has a few unique things - like, well, "one unique thing" - 5e, of course, has all the D&D IP. But, 13A and 5e really are very similar in kind if not in details. They try to do many of the same things for some of the same reasons and in similar, if not superficially 'the same,' ways.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6331741, member: 996"] 13A and 5e set out to do many of the same things. 13A calls itself a 'love letter to D&D.' 5e says its 'for everyone who ever loved D&D.' 5e uses bounded accuracy to cut down on number bloat, while 13A pairs itself down to 10 levels to do the same thing. 13A and 5e both try to escape 'grid dependence,' 13A by providing a range/area/positioning system that doesn't use or require a grid, 5e by putting everything in feet and calling the grid optional. 13A and 5e both get back to making classes 'unique' - 13A by giving /every/ class unique mechanics, even if risks screwing up balance, 5e by making classes vaguely resemble their pre-4e selves, even (especially?) where that's known to cause major balance headaches, or when it results in classes being mechanically very similar (the Basic Cleric & Wizard use the exact same casting system and gave identical slots/level/day tables, for instance). Both try to speed up combat by making it a little simpler, 13A also tries to wrap up a fight with the escalation die that tilts a battle in the PC's favor if it starts to drag, and the 5e playtest made combats lightning fast via a stunningly fragile set of monsters. 13A has a few unique things - like, well, "one unique thing" - 5e, of course, has all the D&D IP. But, 13A and 5e really are very similar in kind if not in details. They try to do many of the same things for some of the same reasons and in similar, if not superficially 'the same,' ways. [/QUOTE]
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Will there be a 4.75 a la Pathfinder?
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