NaturallyCarnivorousSheep
Albanian Deliberator Kang
Just because your dick still worked when it was the current edition doesn't mean it was good
As if 2E was good.
Had a Playboy hidden in the box. Perfect size.I started with Advanced Dungeons & Dragons. Good times.
Ive never played any TTRPG and dont really care for the elitism and slapfighting over editions, although I sometimes find it interesting to read about from a technical perspective.As if 2E was good.
My first edition was 3.5e. I played much less 2E and imo 2e is by far the best edition. Best kits, best settings, no number bloat...
BG3 is fun but I disagree:Ive never played any TTRPG and dont really care for the elitism and slapfighting over editions, although I sometimes find it interesting to read about from a technical perspective.As if 2E was good.
My first edition was 3.5e. I played much less 2E and imo 2e is by far the best edition. Best kits, best settings, no number bloat...
Its particularly irrelevant in CRPG adaptions, to my mind. I appreciate BG3 a lot more than most dnd crpgs because for the first time in memory, you have a game where martials are actually FUN to play and strong instead of shit like BG2 where anything not an arcane or divine caster is either gimped or just not very interesting to use. Is this a result of 5e ruleset or is it a result of Larian caring to make the gameplay fun? I don't know and I don't think it matters much at the end of the day. I can scarcely imagine, for example, that BG3 would be a much better or much worse game if it were modded to use 2e or 3.5e or whatever else.
Gotta disagree bruv, it's lethal as earlier editions if your DM knows what he's doing.The fifth edition of DnD is made for players who want very strong characters right from the start and who can do two hundred things per turn, because with the previous editions they were getting bored of being 'normal' characters in the early levels, even risking, incredibly, to actually lose/die. I don't think it's a system that's much better than the previous ones. Certainly, a middle ground between 3.5 and 5 could be a wise solution.
Playing Icewind Dale 1 (2nd edition) is not that great early on, because you have very little you can do and it all comes down to getting a hit in. In Baldur's Gate 2 you start with a bunch of levels (on account of already being a seasoned adventurer) and you still have a lot of room still left for your characters to grow. So I do understand why 5th edition made the changes, even if they weren't perfect. Like you said; a middle ground between is the best option.The fifth edition of DnD is made for players who want very strong characters right from the start and who can do two hundred things per turn, because with the previous editions they were getting bored of being 'normal' characters in the early levels, even risking, incredibly, to actually lose/die. I don't think it's a system that's much better than the previous ones. Certainly, a middle ground between 3.5 and 5 could be a wise solution.
because for the first time in memory, you have a game where martials are actually FUN to play and strong instead of shit like BG2 where anything not an arcane or divine caster is either gimped or just not very interesting to use
u focused mainly on spellcasters
Fuck TT. New systems should had been developed for the cRPGs. Old D&D felt better to play as you focused mainly on spellcasters and had good mix of 2-3 characters in a party to be just frontliners and others to use crucial spells/abilities to support them.It made itemization better as the 'fighter" type had the more interesting choices when gearing. All the new systems that make every fucking character use 10 abilities every turn just for the sake of it is retarded. Playing Rogue Trader made me hate everybody that is promoting this "let the fighter be more engaging" crap. Old designers, intentionally or not, had it right- build you melee guy thru strong items and passives and your spell users thru casting and abilities.
Fake news, I liked the systems in first Pillars, unfortunately it was designed with rtwp in mind and that showed in the second Pillars when they tried turn based. That shit needed a lot more balancing and design work, but people cried (deservedly so ) about the balancing of the first game so much that he was scared to do it again and the sequel needed it way more.Fuck TT. New systems should had been developed for the cRPGs. Old D&D felt better to play as you focused mainly on spellcasters and had good mix of 2-3 characters in a party to be just frontliners and others to use crucial spells/abilities to support them.It made itemization better as the 'fighter" type had the more interesting choices when gearing. All the new systems that make every fucking character use 10 abilities every turn just for the sake of it is retarded. Playing Rogue Trader made me hate everybody that is promoting this "let the fighter be more engaging" crap. Old designers, intentionally or not, had it right- build you melee guy thru strong items and passives and your spell users thru casting and abilities.
When he made it happen you denounced him
Full disclosure. I never played table top except for 1 time right after 5th edition came out at a local shop. Played 5th edition as a dwarf druid. Sat next to a full grown adult male in sweatpants who smelled like stale piss. (True story)"D&D 5th edition" attempts to compensate for the small number of party members by turning from heroic fantasy into the superhero genre, where all characters, regardless of class, quickly accrue various zany abilities, which however are arbitrarily limited to one use per battle, short rest, or long rest.
The single worst aspect is the limitation to 4 party members, given the inherent value to turn-based, tactical combat in having a larger number of characters for more class variety and tactical options.
There is the idiocy of the "short rest" mechanic, in which characters inexplicably recover half their hit points and certain abilities, by taking a quick break, which for some reason can only be performed twice in between a "long rest".
The concentration mechanic means that a large portion of spells (and non-spell abilities) are exclusive to each other, in that a caster can only have one spell/ability requiring concentration active at one time. This inevitably results in nearly all concentration spells/abilities being disregarded in favor of one or two that are most powerful for a given class and level.
Characters are nonsensically allowed to level up in any class, meaning a character can suddenly gain all sorts of abilities associated with another class by taking one level in it, which permits all sorts of overpowered, game-breaking combinations.
Baldur's Gate 3 and Solasta would both be much better games without suffering from the restrictions of "D&D 5th edition" --- especially Solasta, which did not actually have a license to use D&D but pointlessly imposed the rules on themselves anyway; they should simply have relied on a home-brewed combination of the six TSR editions of D&D/AD&D.
It was a matter of getting the initiative system run correctly because otherwise dex turns into dump stuff. An iterative problemFake news, I liked the systems in first Pillars, unfortunately it was designed with rtwp in mind and that showed in the second Pillars when they tried turn based.
Looks like bear sex is the future
Looks like bear sex is the future
Truly, Swen’s foresight is immense
The single worst aspect is the limitation to 4 party members, given the inherent value to turn-based, tactical combat in having a larger number of characters for more class variety and tactical options.
Git gudcombat is a drag and can take forever to finish
Looks like bear sex is the future
Looks like bear sex is the future
Truly, Swen’s foresight is immense