5E: O que mudou

Já estava na minha cabeça há alguns dias fazer um artigo explicando como foi que eu saí de “a 4E é o melhor jogo de RPG que existe” para “eu não jogo mais a 4E nem que me paguem” (ou quase) e em seguida para “5E resolveu todos os problemas que eu via na 4E”. Por curiosidade, fui procurar o que alguns designers da 4E pensam da nova edição, e achei o seguinte texto de um dos meus favorito, o Robert J. Schwalb, e ele resumiu perfeitamente o que a 5E consertou com relação a 3.x e a 4E:

Reproduzo aqui o trecho final do artigo, em que eu concordo com o Rob 110%:

It seems the fun for many is in putting the different pieces together to create something new. Clever play now occurs in isolation. The player earns the greatest reward not from having a good idea at the table or thinking to look behind the wardrobe and finding a magic item, but from the discovery of a winning combination of mechanics, the perfect marriage of two spells, skill and feat, class feature and widget. The pleasure comes from realizing the broken combination and from putting the mechanical abomination into play. No delight is sweeter than that which is experienced by watching the expressions of those who must bear witness to your creative horror. Does it matter that the loophole makes the game unplayable? Does it matter that such shenanigans immediately put the beleaguered Dungeon Master on the defensive, to the point that he or she flails because the game no longer seems to work? Not at all. Why? Because the game wants you to break it. It begs for you to dig in and explore the options. The endless parade of new mechanics demand you to pick them up, peer at them in the light, and plug them in. It’s a game made for the tinkerers. Oh, you just want to play? Well, you’ll need these ten books, this character generation tool, and on and on and on.

The prize for being the best player goes not to the creative mind, the cunning tactician, the burgeoning actor, but to the best mathematician. Perhaps this was the way it was doomed to go. The seeds were there all along. The mechanical-minded played spellcasters—who dominated—while the rest plodded along with fighters. As the game evolved, it was no longer sufficient for the fighter to become more accurate or to attack more often: the fighter had to do things beyond swing a sword or loose an arrow from a bow. The game needed rules for every situation, for every scenario, and with each new rule came a new exploit, a new opportunity to bend the game into something terrifying.

So here we are, at the dawn of the next edition, an edition I, in some part, helped to create. When I was brought onto the team, it was with the understanding that I would fly the 4th Edition flag, a game I had worked hard to support through the countless articles and supplements throughout the life of that game. Looking back, I find it strange since I have all but divorced myself from the 4th Edition rules, largely for the reasons I outline above. While I enjoy 4E, it scratched a different itch for me than the one D&D had for many years. As I worked on 5th Edition, I shed my 3rd Edition and 4th Edition influences. I abandoned conceptions and beliefs about design that I had held as truths for years until I returned to my roots, to a place where the most important part of D&D is not what’s in the book but what happens at the table. And so, I look forward to the coming months, to see what I hope will become a return to the glory days of D&D to a style of play both familiar and new. I believe this game preserves just enough of the customization elements that defined the 3rd and 4th Editions to be recognizable to newer members of the audience, while having reclaimed the heart of the game from the earliest editions and put it back where it belongs. It should be an exciting future and one that I am proud to have helped create.

Pela primeira vez desde que comecei a jogar D&D, eu não estou esperando ansiosamente os suplementos. Pelo contrário, com exceção do DMG (o qual está me dando crises de ansiedade pela seu atraso arrggghhh), só gostaria de ver um suplemento com regras para psiônicos, e mesmo isso só para poder jogar em Dark Sun com as regras completas. A graça de verdade do jogo, como Rob colocou tão bem, não vem das regras e sim do que ocorre no jogo. E nisso a 5E conseguiu prover um framework bem estruturado e ao mesmo tempo bastante livre para que a imaginação do DM e dos jogadores preencham os espaços.

Por fim, é claro que isso não faz do D&D o sistema perfeito. Em sua essência ainda tem todas as limitações inerentes ao D&D, e que você pode e deve supri-las utilizando outros sistemas para outras propostas de jogo. Mas se você gosta de D&D, se você quer se divertir explorando masmorras, habitando mundos fantásticos e enfrentando dragões e beholders, não existe maneira melhor de fazer isso do que a com a 5E. Well done, WotC. Well done.

Anúncios

Autor: Pedro Leone

Analista de sistemas e fã de música progressiva, RPG, jogos de tabuleiro, bons livros, cinema e de praticamente qualquer atividade geek/nerd.

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