The new one is essentially the same as 3rd?Loethlin said:I like the new Magic Missle. All the way from AD&D it's been my favourite spell. Boring, yes, but extremely practical. Its nerf in 4E saddened me. This new one seems pretty awesome.
I would be one of those 3.5 players. I tried 4e and I hated it but I play it because my friends all want to. I like a lot of the changes I've seen. They seem to have remembered that this is a game that should feel fun. To me everything in 4e felt very much like a bare bones game mechanic not like something that made sense in an actual magical world. In this new one, the mechanics seem to hide the gaminess more and it feels more organic. For instance it doesn't feel like something happens and the only reasons is "game mechanic". They also brought back more of the randomness feel that I liked from older versions. Like the Advantage vs Disadvantage stuff; that feels more fun then +2 or -2.castlewise said:So I've been reading through the rules of the new system. Seems like they basically ditched the majority of the combat and power system from 4 and replaced them with more class specific rules. Now everyone can move and take an action on their turn. The action can be anything from pushing over a barrel, to swinging a sword, to hiding, to casting a spell. There isn't any move-minor-standard stuff, though. As far as classes, everyone can attack with a weapon but only wizards and clerics can use spells. Rogues can sneak attack, hide and disarm traps and fighters don't do anything but attack. No more grids or tokens, the sample adventure just comes with one map of the entire area. It all seems very old school. My guess is that they are trying to woo back the 3.5 crowd.
P.S. I was going to say something about how they didn't compromise at all, but completely abandoned 4th edition to appease the "core" crowd. But then I was reading a post on an enworld forum about how this new edition still reeks of 4th and doesn't go far enough. I suppose you know its a compromise when everyone is unhappy, but I don't know how good that will be for sales.
I'll grant the fighter could be slightly more interesting (and a better selection of feats will fix that) but I noticed so far the fighter has gotten a feat or the equivalent of a feat at every level. I know two of them are listed a class features, Weapon Focus and Fighter?s Surge but in previous additions these would have been feats you would take, now they're baked in which is ok I guess. At 3rd level they get yet another feat (this one actually chosen by the player) but since this is a per made it's already chosen as cleave. If this progression continues the fighter would become very powerful with all of their feats. If they come out with some very nice general and fighter specific feats the fighter could be fun to play IMO.Chronologist said:I've managed to look at the rules, and it's very, very simple. There is basically no advancement for characters as you level up besides hit points. Casters get spells, you DO get a class feature (though most are pretty lame), but fighters are completely bland. Mind you, they only released on fighter build to use, up to level 3, but they keep promising to give more options later. The problem is, you can't playtest the interesting options and stuff if they don't give them to you.
The forum is pretty much filled with "It's too much like 4E" and "It's not enough like 4E", with occasional spats of logic and reason.
It has a LONG way to go, and even then I might just stick with Pathfinder anyway. At least that games has Psionics in it, without feeling like just another mage.
Thank you, captain obvious. Now if you could tell me why is it a bad thing?drizztmainsword said:The new one is essentially the same as 3rd?
Exactly right. Fighters are incredibly boring. The justifications are twofold:Dudeman325 said:Wow, finally got to take a look at it, and Fighters seem even more boring than in 3.5, since they don't even get bonus feats anymore. Speaking of, do feats even exist at all now, or have they been replaced by background / theme / class features?
Say what you will about the 4e power system (I know most people seemed to hate it), but it made fighter-types much more interesting, varied, and fun. Seems like this edition is a return to "melee class = basic attack," and unless the finished ruleset allows fighters to choose from a list of class features as they level up, every fighter will be exactly the same except for their background/theme, and the equipment they carry.
For the most part, this seems like a step backwards from 4e, not forward.
Edit: On the plus side, I really do enjoy the (dis)advantage mechanic.
Edit2: My mistake, feats do seem to exist, although this doesn't add any more to melee classes than they did in previous editions.
thedoclc said:...
Players can live with easy mechanics or bad mechanics if those mechanics let them do and feel like what they're fantasizing about being. Good mechanics which fail to fulfill that fantasy are, well, pointless.
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While I agree with your points, I'd say "Surprise Medusa" GM is a terrible GM, regardless of the system. A system might encourage or discourage that, but the Killer GM sucks regardless of the ruleset he/she is using.Chronologist said:thedoclc said:...
Players can live with easy mechanics or bad mechanics if those mechanics let them do and feel like what they're fantasizing about being. Good mechanics which fail to fulfill that fantasy are, well, pointless.
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EXACTLY. There is a fundamental disconnect / tug-of-war at play on the forums right now, between the people who want no-holds-barred Gygax-style gameplay where every other object is an instant-kill object (saves? what saves?), and the people like me who want be able to survive past 1st level and, I don't know, play the freaking game.
The fantasy of D&D is to become a skilled warrior, a sneaky thief, a pious cleric, or a powerful mage. As long as the game mechanics make playing your character FUN, then the game will succeed. If playing means bringing 10 character sheets to every game, never leveling up, and the DM cackling maniacally as you die once again to a "Surprise Medusa", as I like to call it (essentially a first-round coin-flip for instant petrification), then the player is not having fun.
You can have a challenging game where the players play powerful characters. Just look at mid-level Pathfinder and Scion.
Nothing wrong with the spell, but you just were making it sound like the spell was "new and improved." No worries.Loethlin said:Thank you, captain obvious. Now if you could tell me why is it a bad thing?drizztmainsword said:The new one is essentially the same as 3rd?
I found fourth edition to be much more along the lines of "let's just make stuff up" in comparison to 3.5. In the previous edition, it was generally clear what real-world mechanic or interaction the designers were looking to represent in the game systems that we saw. Fourth edition lost a lot of that by making every character play by the same, completely arbitrary, rules.cyvaris said:What it means for me is I will start working on lots of homebrew for 4e. I hate the Next rules with a burning passion. Its a massive step back to the "let's just make stuff up" era of previous editions. That is fine and good but then its not really a game is it?
My biggest gripe has to be the Fighter. Sure you can do all these super cool things with his 'attack action' like kick over barrels or other things like that. But then so can the Wizard, he can just do it from range with Magic Missile.
Now I will be taking the "challenge" system over to my 4e game, that is actually a very useful tool.
Fourth Edition encouraged more of the "Roleplay" to be made up. But the actual combat? Everything there was laid out for you. 4e gave you the rules to run a combat game, and then you built the roleplay in the way you wanted it. 3/3.5 were overly cluttered "simulations" that bogged down the fun/game part of the game with a whole host of rules that no one bothered with anyway.drizztmainsword said:I found fourth edition to be much more along the lines of "let's just make stuff up" in comparison to 3.5. In the previous edition, it was generally clear what real-world mechanic or interaction the designers were looking to represent in the game systems that we saw. Fourth edition lost a lot of that by making every character play by the same, completely arbitrary, rules.
That said, I think the reason Fighter looks to be so boring right now is that: A ? we're not seeing the whole progression / feat tree that a player could play with, B ? Fighter was always one of the simplest classes out of the base array (at least through level 3), and especially C ? the fighting system is abstracted too far away from actual combat. There's a lot of nuance and fun to be had in fighting, but DnD has abstracted it all away to a single dice roll and some numbers. That's why focussing on fighting is boring.
Ignoring the feats involved in character advancement is a mistake. They're there for a reason. Actually, I find the best kind of character progression is one in which there are no "classes" but instead a series of "feats" with prerequisites.cyvaris said:Fourth Edition encouraged more of the "Roleplay" to be made up. But the actual combat? Everything there was laid out for you. 4e gave you the rules to run a combat game, and then you built the roleplay in the way you wanted it. 3/3.5 were overly cluttered "simulations" that bogged down the fun/game part of the game with a whole host of rules that no one bothered with anyway.
Also when you look at it, while each class had the same AEDU power structure they were all very different and more importantly played differently. Each class had a specific goal in mind in combat, and did things its own way. 3.0/3.5....yeah most any melee class either played "hit it with my sword" or "ridiculous feat combo". None of them were fun the way 4e classes are. Also the "same arbitrary rule" made 4e easy to teach, unlike the complete clusterf*** that was trying to teach 3e to someone.
Why must the Fighter always be the "Simpler" class? Why can't we have a simple Wizard? A simple Cleric? Oh wait because spamming a single attack is not FUN. Simple Wizard would get Magic Missle....hurray? Oh but wait your not seeing the FEATS you can take to make Magic Missle cool!
If a class cannot stand on its own(IE no feats/options outside of the base class itself) it is failed design. The 5e Fighter has nothing personally interesting to do besides "take feats" and petition the DM to let it do stuff. Now look at the 4e Fighter. Right out of the gate its exciting, marks, pushing/sliding etc. From level one the 4e Fighters is a blast to play. The 5e Fighter is not.