![]() It turned out that for most of the playerbase, D&D wasn't a game. Healing surges did a lot to stop groups from pressuring someone to playing a cleric that they didn't want to play because "someone HAS to heal." Fighters had multiple moves they could use tactically depending on the situation besides just rolling to attack or playing the "mother may I?" game of seeing what the DM would let them get away with for circumventing their usual limited combat options. It addressed the "linear fighter, quadratic wizard" issue that people had been complaining about for decades. They didn't just throw a wizard spell list on top of existing monsters to make them more dangerous - useful, but a lot of mental work for the DM on top of everything else they were doing. Most of the monsters are designed to work a certain way without a lot of mental juggling from the DM. ![]() DMs can run tactically interesting combats a lot easier. Monster stat blocks are MUCH simpler to read. This did a lot to combat the old problem of new people who don't know the game and don't want to have too much responsibility in encounters being pushed into playing "the healer" assuming they could just sit back twiddling their thumbs and just heal everyone when the encounters are over. Clerics, for example, are outright categorized as "leaders". It explicitly called out roles for characters and monsters that was immensely helpful in giving new people proper expectations of what their characters were and how to play them. No more back and forth of some attacks rolling to hit while other attacks auto hit unless the defender rolls a saving throw, for quick example. Actions and effects are clearly and simply laid out in a "roll once, compare to target numbers" sense. It's simpler and more streamlined than 3rd ed by a wide margin. ![]()
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