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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Neonchameleon" data-source="post: 6008367" data-attributes="member: 87792"><p>The biggest problem is that WotC have produced the two DMGs with the best DMing advice in any edition for 4e. Then mysteriously ignored them for most of their modules. I don't know why.</p><p></p><p></p><p></p><p>Nope. But I'd still consider this maths more balanced and better thought out than the maths for 3.0. At least 3 3.0 classes (monk, bard, ranger) I consider objectively terribly written. (Of course I consider two PHB classes to be as bad - the Starpact Warlock and the Strength-Paladin).</p><p></p><p>And there's an apples to oranges comparison here in terms of power creep. Whenever you add a splatbook with one single cleric spell to 3.X, all clerics everywhere get more powerful. And the case is <em>almost</em> as strong by adding wizard spells or new beasts to polymorph or (especially) wild shape into. The options bloat <em>at the table</em> just by adding a new splatbook. 4e characters on the other hand simply get more options - it's like adding a splatbook of fighter feats; yes you might be able to produce more powerful fighters. But it doesn't change things at the table immediately and the basic balance of the high end game.</p><p></p><p>There's also an apples to oranges comparison in terms of errata. 4e has polished everything with errata so even the PHB has got objectively better over time, with little exploits being closed and things being rebalanced. This doesn't apply to 3.X which bareley errata'd anything except to produce 3.5. So all the unbalanced stuff in 3.X has stayed around, dragging the game down - whereas in 4e when they produce unbalanced options <em>they fix them</em>. Meaning we don't have badly thought out prestige classes (such as the Planar Shepherd) warping the game - where we do have Paragon Paths that cause problems (Kulkor Arms Master) <em>they get fixed</em>. So there's no need to run back to the strongly playtested sections - i.e. the core 3.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6008367, member: 87792"] The biggest problem is that WotC have produced the two DMGs with the best DMing advice in any edition for 4e. Then mysteriously ignored them for most of their modules. I don't know why. Nope. But I'd still consider this maths more balanced and better thought out than the maths for 3.0. At least 3 3.0 classes (monk, bard, ranger) I consider objectively terribly written. (Of course I consider two PHB classes to be as bad - the Starpact Warlock and the Strength-Paladin). And there's an apples to oranges comparison here in terms of power creep. Whenever you add a splatbook with one single cleric spell to 3.X, all clerics everywhere get more powerful. And the case is [I]almost[/I] as strong by adding wizard spells or new beasts to polymorph or (especially) wild shape into. The options bloat [I]at the table[/I] just by adding a new splatbook. 4e characters on the other hand simply get more options - it's like adding a splatbook of fighter feats; yes you might be able to produce more powerful fighters. But it doesn't change things at the table immediately and the basic balance of the high end game. There's also an apples to oranges comparison in terms of errata. 4e has polished everything with errata so even the PHB has got objectively better over time, with little exploits being closed and things being rebalanced. This doesn't apply to 3.X which bareley errata'd anything except to produce 3.5. So all the unbalanced stuff in 3.X has stayed around, dragging the game down - whereas in 4e when they produce unbalanced options [I]they fix them[/I]. Meaning we don't have badly thought out prestige classes (such as the Planar Shepherd) warping the game - where we do have Paragon Paths that cause problems (Kulkor Arms Master) [I]they get fixed[/I]. So there's no need to run back to the strongly playtested sections - i.e. the core 3. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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