alhoon wrote:Well, in 4E every even level you would gain a +1 to AC, F, R, W and hit rolls.
At most odd levels you would get powerzzz
And also there were feats added in the mix.
But the whole “add 1/2 level” thing just inflated the numbers without any real change, as the monsters progressed at the same rate. It was a treadmill: lots of running just to keep at the same place.
alhoon wrote:Of course, powerzzz and feats were ... kinda weak. I remember not actually being to expectant to gaining more powers after a certain lvl because power-wise I was all set. You had 4 encounter powers. OK you dropped one that did 2d6+6 damage and you got one that did 2d6+6 damage but also pushed the target back 2 squares.
Yeah, it's not that it was THAT much of a difference.
4e feats were pretty spectacularly lame for the most part. By design, as they wanted powers to be the focus. But, yes, there was a lot of “meh” powers. You had a choice but most of the options were poor, or didn’t fit your build.
alhoon wrote:As for classes being closer to 4E, I respectfully disagree 100%.
First thing first, classes don't have "paradigms" anymore. A fighter can be a very, very good striker or a very good defender.
True. Roles are dead. Thank goodness.
alhoon wrote:Second and also very important the Hp. A cleric in 5E with like 9-10 starting hp, that at 3rd lvl would have 20-22 hp. In 4E we had a starting cleric with ... I forget now but like 25 starting hp and then +5/lvl.
The difference between 4e starting hitpoints and other hitpoints was adding your Con score not your con modifier, which usually meant adding 10-ish extra hitpoints. Hitpoints really varied by 4-6 between classes, which wasn’t that much given the damage creatures were doing.
The result of higher hp was either battles took longer (wheee!) or monster did more damage resulting in the same effect as lower hp. Higher starting hp just means inflated monster damage.
If you start with lower hp then you can choose to add more hp easily as an option, but without needing to have high damage monsters as a baseline.
alhoon wrote:Third, powers have different mechanics; Rogues/warriors/monks get maneuvers (which are at will powers) at certain levels and increase hit roll faster. Spellcasters get new spell levels every 2 levels. In 4E we had the abominable "you all increase at the same rate". We had same rate for BAB, AC, defenses, 1 encounter power at 1st lvl, 1 at 3rd 1 at 7th etc.
True, but this is more a change in advancement. They changed the psion arrangement of power and powers gained in Essentials but it was still very much 4e.
alhoon wrote:So... we have classes designed with different goals in mind, with different progression from each other, different mechanics and that (again) at 1st lvl are 1-hit-down.
But in 4e and 5e characters start with all the class features they’ll ever have. Unlike 2e or 3e where a class will award something extra held back for higher levels, you never get anything new. You start fully loaded and just get better or more options.
That’s the design I was referring to. A 5e fighter doesn’t get weapon specialization at higher levels, the rogue doesn’t get trap sense, and the like. The classes have a chart of extra class features that is almost universally a “-“ excluding the extra attack fighters get.
alhoon wrote: CHANGES FOR THE BETTER I WOULD HOPE TO SEE AGAIN:
- Elemental chaos instead of Limbo+Elemental planes. Touchy for many people but I think it works better.
Agreed, but they’ve already discussed how they’re handling planes: they’re going to describe a couple options and leave it to individual DMs to decide how they want the planes set-up in their world.
Which I love. They completely ruined the unique planar layout of Eberron squishing it into the template of the core world. I prefer being able to describe my own unique cosmology.
alhoon wrote:- Devils being corrupters and Demons being destroyers. And yes, Succubus should be a devil.
Heck, I'll say it: Fiends should be like in VRGttFiend!
I agree. Incidentally, the demon/devil poll is up on the WotC site. Go vote and add a comment.
alhoon wrote:- I can say that Fey-wild / Shadowfell works IMO kinda better than the ethereal. Still, not sure.
I like all three. We need an ethereal that serves as a “spirit world” that overlaps with the material world. For both natural and unnatural spirits. The shadowfell is a lovely “underworld” that’s essentially the deep ethereal. I don’t see it so much as an echo or reflection as people make it a reflection.
The feywild (read: faerie) is equally awesome and I adore it.
Mortavius wrote:I guess it's up to individuals what's a "needed change" and what's not. I think the changes to Titans and Giants were needed, but not everyone shares my view.
That’s the catch... everyone has monsters they hate and love, and sadly few people have equal opinions. The 4e changes had their good and bad.
Paizo’s first adventure path was all about making certain types of giant cool and giving them a shared backstory.
I loved the devil/demon changes because I was never a fan. I got into the game in 2e during the ta’anir and batazua era and could never tell them apart or see what made them interesting (until I found out they were supposed to be devils & demons). Yet, the removal of Neutral Evil and ending of the blood war pretty much killed the Yugoloths.
Mortavius wrote:Alhoon mentioned Gnolls being infernal servants. I thought that was actually cool, because we always had this demon lord (Yeenoghu) who goes all the way back to the original days, who looked like a Gnoll. Why? There was never an explanation. Why not an Orc? Human? Ogre? At least, by making a lot of the race demonic servants, it makes sense why Yeenoghu would look like a Gnoll.
This is actually a good example of it done well. Gnolls were always meant to be demonic and worshipped a demon lord not a god, but this was often downplayed or a lesser part of gnolls. 4e took an underplayed element and brought it to the forefront to make the gnolls distinct. It doesn’t change one word of the lore but works so very well.
Mortavius wrote:I think the sales thing on 4E is a bit of semantics. For example, I would never say that WotC abandoned 4E until the last 4E book comes out. I think there was one in July or something? Don't know.
It was May. “Into the Unknown: the Dungeon Survival Guide”. They’ve had products since, but all were mechanic-free. June 2008 to May 2012.
But keep in mind the year development time. It would have been written in the summer of 2011, so WotC stopped really writing content then. And, really, all the books of 2011 were written by freelancers. So WotC employees and staff stopping writing 4e content themselves early in 2011 and started outsourcing their books.
Mortavius wrote:That's why I don't assume that it was because of poor sales that 4E ended. I think it probably was, but I don't kid myself into thinking that there may not have been other factors at work that I am not aware of.
Making a new edition is freakin’ expensive. Especially the way WotC is doing it.
When they made 4e, they stopped having in-house staff write books for some of 2006 and all of 2007. So the company doubled staffing costs: they were paying for the in-house teaming writing and working on the new edition and the freelancers making the books that were being sold for that period. And, once the announcement of the new edition was made, any 3e books still in the pipe were Dead on Arrival, guaranteed to have lower sales. They were getting into substantial debt in the hopes that 4e sales would be high enough to make up for the multiple-year development costs.
Likewise, 5e is costly. The announcement in January meant the two or three 5e books released after were going to sell poorly. And there’s the same staffing costs, only now they’re three years rather than two given the two-year playtest. And during the playtest they’re releasing far fewer books to sustain the company.
This is a HUGE financial sink that they would not do if they didn’t have to. If they were making sustainable money off 4e, even if it wasn’t a runaway success, if they were making adequate funds and not losing money it would be cheaper to keep supporting that edition.