I'm really appreciating the UI. I agree with what some say that it could look a bit less modern (give it some mediaeval fantasy pizzazz), but in terms of functionality, it's actually really good - at least in combat (one might quibble with some of its other functionalities here and there).
It gets away from that whole thing of having shortcuts with icons that psychologically channel you into thinking about your options a certain way (as all on a level). Here, the "importance" of your options graphically, on the UI, matches the actual importance of your options. The logic of how you burrow down and select things in combat is intuitive and makes the gameplay flow very smoothly.
It's a much better way of doing things for D&D than a tray full of shortcuts that all look and feel the same (at least until you really get to know them) - PFK I am looking at you (love ya!).
It reminds me of the effort Cryptic did with their MMO Neverwinter - they also split up the options in a more thematic way rather than having everything flat and on a level.
Another nice little touch: a lot of the buffs are sustained by concentration.
I get the feeling that 5e actually leans towards simulationism a bit - certainly the way combat flows feels more "realistic" than many other games of this type. And while there's been some simplification, certainly, on the whole the streamlining works. And wonder of wonders, it all actually feels balanced - one gives as good as one gets (well, slightly better obvs), and one generally feels mighty, but one also feels one has to be cautious; or at least, one can't really afford to be reckless. So long as you observe responsible min-max rules, your build can have a fair bit of flavour, too.
It gets away from that whole thing of having shortcuts with icons that psychologically channel you into thinking about your options a certain way (as all on a level). Here, the "importance" of your options graphically, on the UI, matches the actual importance of your options. The logic of how you burrow down and select things in combat is intuitive and makes the gameplay flow very smoothly.
It's a much better way of doing things for D&D than a tray full of shortcuts that all look and feel the same (at least until you really get to know them) - PFK I am looking at you (love ya!).
It reminds me of the effort Cryptic did with their MMO Neverwinter - they also split up the options in a more thematic way rather than having everything flat and on a level.
Another nice little touch: a lot of the buffs are sustained by concentration.
I get the feeling that 5e actually leans towards simulationism a bit - certainly the way combat flows feels more "realistic" than many other games of this type. And while there's been some simplification, certainly, on the whole the streamlining works. And wonder of wonders, it all actually feels balanced - one gives as good as one gets (well, slightly better obvs), and one generally feels mighty, but one also feels one has to be cautious; or at least, one can't really afford to be reckless. So long as you observe responsible min-max rules, your build can have a fair bit of flavour, too.
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