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Will there be such a game as D&D Next?
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<blockquote data-quote="thecasualoblivion" data-source="post: 6094414" data-attributes="member: 59096"><p>5E has done more or less nothing to support 4E style play in any way that actually matters. When I look at what 4E is when played at the table, I see:</p><p></p><p>1. Cinematic Action--the pacing of HP/healing and resource management modules what you see in action cinema. </p><p>2. Cool Powers--In 4E you can do powerful and interesting things every turn. Encounter powers enable this, by giving you more powerful abilities than boring at-will spam yet not so powerful they require strict limits like daily powers and give you enough of them that most turns you're using an encounter power. Almost as important is how 4E made encounter powers single use and then expended, as you are not only doing something powerful and interesting each turn, but something different every turn.</p><p>4. Tactical Depth--combat develops over time, which requires there to be more than one or two attacks to defeat an enemy or PC. Minor, short term conditions can mean something, and teamwork matters.</p><p>5. Modernity--being willing to sacrifice tradition for better gameplay. 4E wasn't a slave to 20 years of AD&D tradition and wasn't afraid to break from the Tolkien/medieval pastiche, or even being unafraid to be innovative on a basic level.</p><p>6. Class Balance--4E classes, while not perfect, did a pretty good job of being balanced compared to each other at mechanically fulfilling their assigned role and in terms of delivering roughly equal amounts of fun and cool.</p><p></p><p>On those 6 things 5E has delivered almost nothing.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 6094414, member: 59096"] 5E has done more or less nothing to support 4E style play in any way that actually matters. When I look at what 4E is when played at the table, I see: 1. Cinematic Action--the pacing of HP/healing and resource management modules what you see in action cinema. 2. Cool Powers--In 4E you can do powerful and interesting things every turn. Encounter powers enable this, by giving you more powerful abilities than boring at-will spam yet not so powerful they require strict limits like daily powers and give you enough of them that most turns you're using an encounter power. Almost as important is how 4E made encounter powers single use and then expended, as you are not only doing something powerful and interesting each turn, but something different every turn. 4. Tactical Depth--combat develops over time, which requires there to be more than one or two attacks to defeat an enemy or PC. Minor, short term conditions can mean something, and teamwork matters. 5. Modernity--being willing to sacrifice tradition for better gameplay. 4E wasn't a slave to 20 years of AD&D tradition and wasn't afraid to break from the Tolkien/medieval pastiche, or even being unafraid to be innovative on a basic level. 6. Class Balance--4E classes, while not perfect, did a pretty good job of being balanced compared to each other at mechanically fulfilling their assigned role and in terms of delivering roughly equal amounts of fun and cool. On those 6 things 5E has delivered almost nothing. [/QUOTE]
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Will there be such a game as D&D Next?
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