D&D 5E Resting and the frikkin' Elephant in the Room

Tony Vargas

Legend
It might be flawed, but this is the way I see it:
AD&D balanced classes and races over levels 1-20
5e balances classes over 6-8 encounters.
Yeah, that's maybe a bit flawed. ;)

AD&D wasn't consistently played 1-20. For one thing, between racial class/level limits (as low as 4, in some cases, IIRC), and a few classes topping out at various levels 14,15, 17, while various tables for other classes topped out at different levels, or, like the magic user, went into the 20's with a clear pattern that could be extended indefinitely, there was no clear top level. There was a clear attempt to balance some things by letting them be strong at low level (non-/demi-human MCing, fighters), but lag behind at high level, or vice versa (casters in general, the magic-user in particular). In theory, it could work, in a campaign that didn't allow you to change characters, nor replace slain ones, and that ran to the bitter end (until the last PC died or passed on to some other non-playable state). Paladins would be balanced by the simple fact no one's likely to qualify for one with their sole character in years of playing, and wildly OP high-level wizards would be balanced by the simple expedient of having died at 1st level. ;P

Perhaps tried to balance classes and races over levels 1-20.
Better? :)
Yes.

Not really, as AD&D didn't balance anything.
Not for lack of trying. AD&D was lousy with lousy balancing mechanisms: class/level limits, racial bonuses/penalties, spells that aged you, limitations on casting, Vancian casting in the first place, races that couldn't be resurrected, minimum & maximum characteristics, different exp progressions for every class & sub-class, classes with max levels, random distribution of magic items skewed to help 'balance' classes that needed them, etc, etc...

...they just didn't work.


Similarly, the 6-8 elephant thing is a bit flawed. It works in theory, if you use time pressure or DM force or the like to force that many encounters (or, at least, the credible expectation of at least that many encounters) consistently enough. In practice, lots of D&D games get run with far fewer encounters, and there are a number of player resources that facilitate resting...

...which reminds me...
(Any discussion about wandering monsters that doesn't acknowledge the triviality of a Rope Trick or leomunds tiny hut (etc) I can't take seriously)
You've brought this point up, unanswered, a lot.

How 'bout a mechanism to help with that issue?

In addition to making the time & other requirements of a rest subject do DM judgement, add a variant rule:

Slots used to facilitate a rest (provide shelter/food/water/etc, hide/protect/warn the party while resting, etc) are not recovered until the end of the next rest that is not facilitated by magic, at all.

'At all,' as in not by any sort of magic, not just spells cast by the same character. The snake can only subsist by eating it's own tail as it grows for so long.
 

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Lanefan

Victoria Rules
Not for lack of trying. AD&D was lousy with lousy balancing mechanisms: class/level limits, racial bonuses/penalties, spells that aged you, limitations on casting, Vancian casting in the first place, races that couldn't be resurrected, minimum & maximum characteristics, different exp progressions for every class & sub-class, classes with max levels, random distribution of magic items skewed to help 'balance' classes that needed them, etc, etc...

...they just didn't work.
I'd say some of them did, and still do.

Negative side effects of spells (e.g. aging) and other limitations on casting were quite good at reining in casters at least to some extent. Simple way to tell this is to look what happened when those brakes were taken off in 3e...

Variable xp progression is another good and very simple balancer.

Race-class level limits (and non-resurrectable races, etc.) were an attempt to steer people into playing humans. There's better ways to do this.

...which reminds me...
You've brought this point up, unanswered, a lot.

How 'bout a mechanism to help with that issue?

In addition to making the time & other requirements of a rest subject do DM judgement, add a variant rule:

Slots used to facilitate a rest (provide shelter/food/water/etc, hide/protect/warn the party while resting, etc) are not recovered until the end of the next rest that is not facilitated by magic, at all.

'At all,' as in not by any sort of magic, not just spells cast by the same character. The snake can only subsist by eating it's own tail as it grows for so long.
Wouldn't it be simpler just to chop back the duration on the sheltering spells (Rope Trick, Tiny Hut, etc.)?

I'd also have it that anything used during a long rest can't be recovered until the next long rest.

Lanefan
 

Tony Vargas

Legend
I'd say some of them did, and still do.
They failed because they were a baroque collection of contavailing mechanisms, not because some of them weren't genuinely limiting... ;)
limitations on casting were quite good at reining in casters at least to some extent. Simple way to tell this is to look what happened when those brakes were taken off in 3e...
They were very limiting, but then spells were very powerful, it was too extreme a scheme. 3e greatly reduced the limitations, modestly reduced the power of some spells (made others more powerful, and made SoD spells more powerful by making saves suck and DCs scale). The result was overwhelming. 4e didn't put back those traditional limitations, but neatly balanced things, by bringing spells and maneuvers into line. 5e put spells back in a superior position, but still didn't put back the old limitations.

Where the classic game tried for balance and failed, 5e aimed for the feel of that imbalance and succeded.

xp progression is another good and very simple balancer.
No to both, it's wildly complicated to actually use in design, and fails without level limits to reign in MCing..


Wouldn't it be simpler just to chop back the duration on the sheltering spells (Rope Trick, Tiny Hut, etc.)?
It would be simpler to cut them.

But, making them actually consume a resource on a scale that matters, while more bookkeeping, might be more interesting, and retain a feeling of player agency...

I'd also have it that anything used during a long rest can't be recovered until the next long rest.
Yes, certainly, including hps lost to wandering damage encounters that interrupt it, for instance.
 
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clearstream

(He, Him)
In addition to making the time & other requirements of a rest subject do DM judgement, add a variant rule:

Slots used to facilitate a rest (provide shelter/food/water/etc, hide/protect/warn the party while resting, etc) are not recovered until the end of the next rest that is not facilitated by magic, at all.
One thought is that we may be failing to apply all the words. Although much discussion has focused on what interrupts a long-rest, the benefits of a long-rest are only obtained when specific conditions are met. The text reads "during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours". Casting a spell is literally not one of sleeping, reading, talking, eating or standing watch. If we use Gritty Realism (or my 24 hour variant), then L's Tiny Hut stops being an issue. If we aren't, the simplest fix is to shorten the duration.

As an aside, the text of Long-rest contains room for DM judgement: "any benefit" could mean some benefit other than the full benefit, and "similar adventuring activity" is pretty broad.
 

Imaro

Legend
They failed because they were a baroque collection of contavailing mechanisms, not because some of them weren't genuinely limiting... ;)
They were very limiting, but then spells were very powerful, it was too extreme a scheme. 3e greatly reduced the limitations, modestly reduced the power of some spells (made others more powerful, and made SoD spells more powerful by making saves suck and DCs scale). The result was overwhelming. 4e didn't put back those traditional limitations, but neatly balanced things, by bringing spells and maneuvers into line. 5e put spells back in a superior position, but still didn't put back the old limitations.

I see this assertion by 4e fans often but my experience with the game pointed to a totally different conclusion, when it cam to versatility and breadth of utility... magic was still king in 4e. Rituals along with the spells a wizard or cleric got still allowed them to do things a fighter could only dream of. Sure in 4e he was the king of combat (DPR, maneuvers, etc.), but arguably he's still the king of combat in 5e as well (DPR, maneuvers, etc.).

EDIT: To clarify I don't consider having an equal number of fiddly bits equal to achieving balance... especially if said fiddly bits don't have the same breadth and utility. 500 ways to kill something is still... 500 ways to kill something and not the ability to levitate or turn invisible.

As to 5e it put it's own limitations in place for spells that limit spell power far more than say 3e but still, like every other edition of D&D, they do not in and of themselves achieve parity between the feats a mundane character can do vs. a martial character.

Where the classic game tried for balance and failed, 5e aimed for the feel of that imbalance and succeded.

Really... you think one of the design goals of 5e was to achieve the feel of imbalance in previous editions? Was that the imbalance of OD&D, BD&D, AD&D, 3e or 4e? Which one was it trying to emulate, and according to your views succeeded at? And if this was it's goals why nerf the power of certain spells and why implement concentration to limit spells?

No to both, it's wildly complicated to actually use in design, and fails without level limits to reign in MCing.

How is giving out XP and letting players keep track of it individually to determine when they level up... "wildly complicated to actually use"? Also level limits was a part of the balancing of older editions... so it doesn't make sense to claim it would fail without them.
 
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Tony Vargas

Legend
I see this assertion by 4e fans....
[sblock="Two old edition warriors going off topic, again"]
often but my experience with the game pointed to a totally different conclusion, when it cam to versatility and breadth of utility... magic was still king in 4e.
I think maybe you read a little too much into what I said. There's no question that, even though martial classes got plenty of 'exploits' (powers), even more than the most-prolific casters (wizard) got spells until Essentials, anyway, the range of things arcane spells, or even just wizard spells did, particularly in regards to AEs and named damaged types, but also in terms of attacking the full range non-AC defenses, and variety of utilities, was not only quite different (giving the lie to all those 'classes samey' and 'fighters cast spells' claims of the edition war), was certainly greater. In 3.x Class Tier terms, the Fighter went from Tier 5 to Tier 3-4, while the Wizard came down from Tier 1 to high Tier 3.

In context of D&D editions, yeah, 'neatly balanced' describes that, but, to be fair, only in contrast to the profound, if unintentional, imbalances of the TSR era, and the intentional rewards for system mastery of 3.x/PF. In the broader context of RPGs, or even games in general, 'neatly' would be pushing it. 'Barely adequate' might even be a little charitable.

Rituals along with the spells a wizard or cleric got still allowed them to do things a fighter could only dream of.
More than dream, since Ritual Caster was a 'small' 3e/4e-style feat, so surprisingly accessible with little opportunity cost, and MP2 also introduced somewhat equivalent, though still clearly fewer/narrower, different (consumed surges instead of components), and arguably inferior 'Martial Practices.'

Sure in 4e he was the king of combat (DPR, maneuvers, etc.)
Nope. The 4e fighter was a strong defender, arguably at some points the 'best,' though that was a dubious title held by a narrow margin, and a secondary striker, his DPR appropriately lagged that of actual full strikers like the Ranger. The Slayer, though, was a striker on a defender chassis, so rather like the Barbarian in combat ability. Ultimately, 4e was 'too balanced' (by D&D standards) to point to one class as 'king' of combat.

but arguably he's still the king of combat in 5e as well (DPR, maneuvers, etc.).
The 5e design goal/advertising-claim for the Fighter is 'best at fighting' which is understood to mean fighting with weapons, and without magic. 'Best' in that sense just means that no one can prove a claim of being better. And the Monk, for instance, if free to better at fighting without weapons than the fighter.

The 5e fighter, though, is unquestionably strongly focused on DPR, being right up there, if not, depending on the analysis, slightly ahead of, the other heavy-hitters like the Raging Barbarian or Smiting Paladin or Blasting Warlock.

EDIT: To clarify I don't consider having an equal number of fiddly bits equal to achieving balance...
Absolutely agreed. Fiddly bits (needless complexity) are irrelevant. A class with a flow chart of a dozen potential modifiers that, in the end, always shake out to no more than +4, for instance, is in no way superior to a class that just gets a +4 all the time. ;)

Parity of resources, which is what you were probably trying to refer to in the context of 4e, OTOH, is a foundation that makes balance easier to achieve and more robust, though it's still hardly sufficient in itself. Just as balance, itself, is hardly sufficient to make a decent game, just one quality of a game that can help it to suck less.
[/sblock]
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As to 5e it put it's own limitations in place for spells that limit spell power far more than say 3e
3e was not the absolute height of spell power (that'd've been high-level AD&D), nor the absolute nadir of limitations to 'balance' said power (that'd have to be 4e & 5e, really). 5e spells are far more powerful and slots more numerous & flexible than in 4e, when they were still noticeably more versatile than corresponding martial abilities. 5e spells face fewer actual limitations than in any previous edition, the trend line on that is pretty steep and consistently down.

[sblock="RANT: Casting just keeps getting easier..."]In the early game, spells faced tremendous limitations on their use. You had to be standing upright, with both hands free, not moving, concentrating, with all the components at hand, speak loudly enough to be clearly heard, be able to hear what you were saying (deafness carried a chance of spell failure), and if you cast in melee, you were (though there were two different, contradictory rules for it), likely to be attacked in the act of casting, and, if hit, the spell failed and the memory of it was lost. Spells that required concentration had most the same requirements as concentration when casting, and said concentration was automatically broken by any damage, at all (and potentially other things as well).
3e softened all that: you only needed one hand and the ability to speak and feats could eliminate those requirements, could be crouching behind cover or even prone, and/or moving including riding a fast-moving mount, material components were consolidated into the spell component pouch, concentration allowed a check that you could buff up the wazoo, you could also use concentration to avoid an AoO, but being hit by said AoO only caused you to lose the spell if you failed another concentration check, a concentration check could even allow you to cast while grappled. (3e also made save DCs scale with slot level, while simultaneously making some saves worse for most characters, but that's not strictly-speaking a relaxed limitation, nor would more slots or metamagic or liberal item creation be).
4e further simplified and softened limitations on casting, let's say 'net' - for instance, AoOs could no longer be avoided with a concentration check, which would seem like tightening a restriction, but, AoOs were only provoked by Range & Area spells, which were no different, in that, from all other range/area attacks. So it was a limitation, but not only on spells, nor on all spells. Concentration checks were no longer required, if you were hit while casting your spells still went off if you were still able (alive, not stunned or anything), again, just like any other attack. Concentration as a duration was changed to 'Sustain,' which required an action, usually minor, sometimes even Standard. You still needed just one hand & the ability to speak, you could be under any condition that didn't actually prevent you from taking the required action type and still cast. Components were further consolidated into implements. Rituals were broken out and no longer used the same resource pool as attacks. (Of course, there were far fewer slots, and they were locked-in, even wizards, who could prepare, had very limited selection and couldn't take the same spell 'twice,' and spells were far less powerful. But those are less strictly limitations.)
5e further softened the limitations on casting, though it did increase the overall complexity some: You still need only one hand, can consolidate material components down to a 'focus,' and can cast in any circumstance or condition that doesn't deny you the required action type. Spells provoke no AoO. Sustain was returned to Concentration, required only for a select few spells, took no action at all, and could be maintained with a check even when damaged. (And of course, spells powered up and slots far more numerous - and all casters are freak'n spontaneous, which is huge.)[/sblock]

Really... you think one of the design goals of 5e was to achieve the feel of imbalance in previous editions?
Yes.
Was that the imbalance of OD&D, BD&D, AD&D, 3e or 4e? Which one was it trying to emulate, and according to your views succeeded at?
The /feel/ of the classic game in general (so everything but 3e & 4e), including that feel contributed by the failure of it's many baroque balancing mechanisms. (But, without so much complexity, since 'simplicity' & 'fast combat' were also goals.)
ON-TOPIC ALERT! Among those imbalances was the notorious 5MWD, favoring daily-use spells & abilities. By balancing daily abilities with at-will abilities over the course of a 6-8 encounter day("Ungowa Timba, ungawa!"), 5e has re-captured that feel, handily.
What's more, by changing from Encounter to Short-Rest recharge abilities for most classes, it's softened the blow to the traditional at-will-only classes like the fighter. The imbalance is there to deliver it's feel, but it's lessened because virtually anyone can nova, if only to a small degree.

So, IMHO, yes, it's succeeded admirably. Many people comment on how much 5e feels like 2e or AD&D, for instance. I get a 1e vibe off it, myself, probably because I didn't play a lot of 2e, and when I ran it, it was with my own collection of 1e variants adapted to it.

[sblock="Elephant? What elephant?"]
And if this was it's goals why nerf the power of certain spells and why implement concentration to limit spells?
Spells 'nerfed' relative to 3e were profoundly powered-back-up compared to 4e, so 'nerfed' is misleading. ;)
More broadly, 5e restored spells to power levels more suggestive of the classic game, though less prone to wild exploitation 3e's intentional rewards for system mastery. They're also back to natural language descriptions that freely mix fluff and 'crunch' which give the DM some latitude to interpret them in less or more powerful ways (and players some room to buck for the latter, of course).
Concentration is much less onerous in 5e than in the classic game, but it does bring back a hint of the flavor, (though not much of the downsides of requiring concentration on actual casting) of concentration requirements in the classic game. Concentration checks, OTOH, are more reminiscent of 3e.

Universal spontaneous casting, OTOH, while certainly a fat power-up for casters relative to every prior edition, does not have 'classic feel' as a rationale. I suppose it could be considered a bookkeeping 'simplification,' though, like many things 4e did to simplify and improve the game, I've seen it confuse the heck out of long-time and returning players.


How is giving out XP and letting players keep track of it individually to determine when they level up... "wildly complicated to actually use"?
"...use in design" is what I said. Not the players' use, but the designers' or variant-authoring DMs' use.
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Imaro

Legend
"Two old edition warriors going off topic, again"

Speak for yourself, no edition warring on my part... I'm addressing a topic you decided to interject into the discussion. No warring but if I feel something you stated is wrong then I'm going to call you on it.

I think maybe you read a little too much into what I said.

Did I? You said...

4e didn't put back those traditional limitations, but neatly balanced things, by bringing spells and maneuvers into line.

Seems like a pretty clear claim... you stated spells and maneuvers were balanced and brought into line...

There's no question that, even though martial classes got plenty of 'exploits' (powers), even more than the most-prolific casters (wizard) got spells until Essentials, anyway, the range of things arcane spells, or even just wizard spells did, particularly in regards to AEs and named damaged types, but also in terms of attacking the full range non-AC defenses, and variety of utilities, was not only quite different (giving the lie to all those 'classes samey' and 'fighters cast spells' claims of the edition war), was certainly greater.

So magic was still greater how does that equate to neatly balanced or their capabilities being brought in line. And again you're ignoring the power of rituals which wizards and clerics got for free as a class feature.

In context of D&D editions, yeah, 'neatly balanced' describes that, but, to be fair, only in contrast to the profound, if unintentional, imbalances of the TSR era, and the intentional rewards for system mastery of 3.x/PF. In the broader context of RPGs, or even games in general, 'neatly' would be pushing it. 'Barely adequate' might even be a little charitable.

How about it still wasn't balanced. Unless we are talking the numerical balance of number of powers gained as opposed to breadth of utility or versatility which has always been my understanding of the complaint.

More than dream, since Ritual Caster was a 'small' 3e/4e-style feat, so surprisingly accessible with little opportunity cost, and MP2 also introduced somewhat equivalent, though still clearly fewer/narrower, different (consumed surges instead of components), and arguably inferior 'Martial Practices.'

So it was balanced because (some) magic was accessible to mundanes as well... IMO it kind of defeats the purpose of claiming magic and martials were balanced if the martials still need magic for it to be true.

Nope. The 4e fighter was a strong defender, arguably at some points the 'best,' though that was a dubious title held by a narrow margin, and a secondary striker, his DPR appropriately lagged that of actual full strikers like the Ranger. The Slayer, though, was a striker on a defender chassis, so rather like the Barbarian in combat ability. Ultimately, 4e was 'too balanced' (by D&D standards) to point to one class as 'king' of combat.

So he was the best defender and a strong (if not the strongest) secondary striker, with arguably some strikers under the class that rivaled the Ranger (mainly two-weapon and Slayer) and had a ton of feat support, again mostly centered on killing things... but he wasn't the king of combat in 4e... yeah, Ok.

The 5e design goal/advertising-claim for the Fighter is 'best at fighting' which is understood to mean fighting with weapons, and without magic. 'Best' in that sense just means that no one can prove a claim of being better. And the Monk, for instance, if free to better at fighting without weapons than the fighter.

The 5e fighter, though, is unquestionably strongly focused on DPR, being right up there, if not, depending on the analysis, slightly ahead of, the other heavy-hitters like the Raging Barbarian or Smiting Paladin or Blasting Warlock.

Using the above definition of "best"... it would seem the 4e fighter. fits in just fine..

Absolutely agreed. Fiddly bits (needless complexity) are irrelevant. A class with a flow chart of a dozen potential modifiers that, in the end, always shake out to no more than +4, for instance, is in no way superior to a class that just gets a +4 all the time. ;)

Good thing we have advantage/disadvantage in 5e to avoid this type of thing. On the other hand wading through very similar powers with only a minor change or upgrade here and there as well as numerous feats with minor and/or situational bonuses would seem to fall under the same type of fiddly bits you describe above.


Parity of resources, which is what you were probably trying to refer to in the context of 4e, OTOH, is a foundation that makes balance easier to achieve and more robust, though it's still hardly sufficient in itself. Just as balance, itself, is hardly sufficient to make a decent game, just one quality of a game that can help it to suck less.

No I said exactly what I was talking about. Giving someone the same number of powers but having one set of those powers be much more limited in versatility and utility... well it isn't really parity is it...
 

Imaro

Legend
3e was not the absolute height of spell power (that'd've been high-level AD&D), nor the absolute nadir of limitations to 'balance' said power (that'd have to be 4e & 5e, really). 5e spells are far more powerful and slots more numerous & flexible than in 4e, when they were still noticeably more versatile than corresponding martial abilities. 5e spells face fewer actual limitations than in any previous edition, the trend line on that is pretty steep and consistently down.

Casting just keeps getting easier..."In the early game, spells faced tremendous limitations on their use. You had to be standing upright, with both hands free, not moving, concentrating, with all the components at hand, speak loudly enough to be clearly heard, be able to hear what you were saying (deafness carried a chance of spell failure), and if you cast in melee, you were (though there were two different, contradictory rules for it), likely to be attacked in the act of casting, and, if hit, the spell failed and the memory of it was lost. Spells that required concentration had most the same requirements as concentration when casting, and said concentration was automatically broken by any damage, at all (and potentially other things as well).
3e softened all that: you only needed one hand and the ability to speak and feats could eliminate those requirements, could be crouching behind cover or even prone, and/or moving including riding a fast-moving mount, material components were consolidated into the spell component pouch, concentration allowed a check that you could buff up the wazoo, you could also use concentration to avoid an AoO, but being hit by said AoO only caused you to lose the spell if you failed another concentration check, a concentration check could even allow you to cast while grappled. (3e also made save DCs scale with slot level, while simultaneously making some saves worse for most characters, but that's not strictly-speaking a relaxed limitation, nor would more slots or metamagic or liberal item creation be).
4e further simplified and softened limitations on casting, let's say 'net' - for instance, AoOs could no longer be avoided with a concentration check, which would seem like tightening a restriction, but, AoOs were only provoked by Range & Area spells, which were no different, in that, from all other range/area attacks. So it was a limitation, but not only on spells, nor on all spells. Concentration checks were no longer required, if you were hit while casting your spells still went off if you were still able (alive, not stunned or anything), again, just like any other attack. Concentration as a duration was changed to 'Sustain,' which required an action, usually minor, sometimes even Standard. You still needed just one hand & the ability to speak, you could be under any condition that didn't actually prevent you from taking the required action type and still cast. Components were further consolidated into implements. Rituals were broken out and no longer used the same resource pool as attacks. (Of course, there were far fewer slots, and they were locked-in, even wizards, who could prepare, had very limited selection and couldn't take the same spell 'twice,' and spells were far less powerful. But those are less strictly limitations.)
5e further softened the limitations on casting, though it did increase the overall complexity some: You still need only one hand, can consolidate material components down to a 'focus,' and can cast in any circumstance or condition that doesn't deny you the required action type. Spells provoke no AoO. Sustain was returned to Concentration, required only for a select few spells, took no action at all, and could be maintained with a check even when damaged. (And of course, spells powered up and slots far more numerous - and all casters are freak'n spontaneous, which is huge.)

I'll just say that the fact that you don't address the main source of power in 3.x spells (mainly the ability to stack powerful spells without limitations (like Fly + Invisibility, which 5e reigns in with concentration) makes me immediately question the validity of this rather long but, IMO, lacking analysis...


Yes. The /feel/ of the classic game in general (so everything but 3e & 4e), including that feel contributed by the failure of it's many baroque balancing mechanisms. (But, without so much complexity, since 'simplicity' & 'fast combat' were also goals.)
ON-TOPIC ALERT! Among those imbalances was the notorious 5MWD, favoring daily-use spells & abilities. By balancing daily abilities with at-will abilities over the course of a 6-8 encounter day("Ungowa Timba, ungawa!"), 5e has re-captured that feel, handily.
What's more, by changing from Encounter to Short-Rest recharge abilities for most classes, it's softened the blow to the traditional at-will-only classes like the fighter. The imbalance is there to deliver it's feel, but it's lessened because virtually anyone can nova, if only to a small degree.

Again I have no clear picture of what the "imbalances" are that you are speaking too. Are you claiming that say B/X had the same imbalances as AD&D 2e? Also isn't the 5MWD a problem in every edition of D&D?? How is that a classic game thing? You seem to be talking about this in a purposefully vague manner, while using alot of words which leads me to believe you can't really define this imbalanced feel you're claiming is a part of 5e design... is that the case? If not can you give something a little more concrete and succinct?

So, IMHO, yes, it's succeeded admirably. Many people comment on how much 5e feels like 2e or AD&D, for instance. I get a 1e vibe off it, myself, probably because I didn't play a lot of 2e, and when I ran it, it was with my own collection of 1e variants adapted to it.

And if you go on the OSR sites or those with people actually playing these games they'll tell you numerous ways that 5e differs form AD&D in both mechanics and feel...

"Elephant? What elephant?"
Spells 'nerfed' relative to 3e were profoundly powered-back-up compared to 4e, so 'nerfed' is misleading. ;)
More broadly, 5e restored spells to power levels more suggestive of the classic game, though less prone to wild exploitation 3e's intentional rewards for system mastery. They're also back to natural language descriptions that freely mix fluff and 'crunch' which give the DM some latitude to interpret them in less or more powerful ways (and players some room to buck for the latter, of course).
Concentration is much less onerous in 5e than in the classic game, but it does bring back a hint of the flavor, (though not much of the downsides of requiring concentration on actual casting) of concentration requirements in the classic game. Concentration checks, OTOH, are more reminiscent of 3e.

Universal spontaneous casting, OTOH, while certainly a fat power-up for casters relative to every prior edition, does not have 'classic feel' as a rationale. I suppose it could be considered a bookkeeping 'simplification,' though, like many things 4e did to simplify and improve the game, I've seen it confuse the heck out of long-time and returning players.


And yet again... no mention of how spellcasting combos (which are arguably much more powerful and versatile than any singular spell or even having more spells to cast) are kept in check by the 5e concentration rules...
 

Tony Vargas

Legend
Speak for yourself, no edition warring on my part...

[sblock="More not-re-hashing of the not-edition-war, brought to by Imaro, reporting to you live from the banks of The Nile..."]
Seems like a pretty clear claim... you stated spells and maneuvers were balanced and brought into line...
Yep. AEDU brought them to a close resource parity and neatly balanced the classes. Relative to class balance in other editions of D&D, that is.

So magic was still greater how does that equate to neatly balanced
'Greater' by a much smaller margin.

How about it still wasn't balanced.
Of course, perfect balance is impossible, so all actual balance is relative. Compare half-a-dozen imbalanced games and one is much less imbalanced than the others, it's fair, in the context of that set, to call that one 'balanced.'

... but he wasn't the king of combat in 4e...
Correct. No one was. Thus 'balance,' at least in the combat pillar, though that wasn't a formal thing yet. If there'd been pillars, and balance-across-pillars had been attempted, than 'king of combat' might've 'balanced' the fighter's relatively poor showing out of combat...

Using the above definition of "best"... it would seem the 4e fighter. fits in just fine..
Not in terms of DPR, the strikers get to vie for that. In terms of Defender, sure. But not 'best at combat,' a broader idea, and certainly not 'king,' a very different take on 'best.'

Good thing we have advantage/disadvantage in 5e to avoid this type of thing.
Nod, it's another clear evolution, consolidating bonuses. From 3.0's consolidation of everything on the d20, to 4e consolidating named bonus types to a much smaller list & multiple attack-bonus/loss-of-DEX-bonus mechanics into 'Combat Advantage,' to 5e BA & Adv/Dis.

numerous feats with minor and/or situational bonuses would seem to fall under the same type of fiddly bits you describe above.
Feats in 3e & 4e are a prime example of just that sort of numerous/fiddly little choices that didn't always add up to much. Thus 5e 'bigger' feats - also optional, just in case it's still too fiddly for a give DM. ;)

Giving someone the same number of powers but having one set of those powers be much more limited in versatility and utility... well it isn't really parity is it...
It's resource parity. And the level of power was still balanced, even though the lists, themselves, were still very different. And, the gap in versatility or flexibility, even after vastly reducing the more versatile class and significantly increasing the less flexible one, was still there, it was just much narrower than before or since.
I'll just say that the fact that you don't address the main source of power in 3.x spells (mainly the ability to stack powerful spells without limitations (like Fly + Invisibility, which 5e reigns in with concentration) makes me immediately question the validity of this rather long but, IMO, lacking analysis...
Sure, 4e pushed spells like that to much higher levels and greatly restricted them with the Sustain:Standard duration, and 5e didn't completely un-do all of that. And, no, I'd hardly call that the main source of power for 3.x spells or casters. It was the proximate cause of the self-buffing CoDzilla, and the closest thing to a plausible claim of full casters having strict superiority over melee types even in the melee domain.
I pointed to a more profound source of 'spell power' in 3e, the scaling of save DCs with slot level and the optimization of them to the point that they could be virtually impossible to make. 4e obliterated that issue with the treadmill & DC-10 'save ends' duration, and 5e's bounded accuracy only brings it back in a small way, in that all save DCs scale with caster level, while most saves do not - and save-every-round spells do still use that same DC.

... no mention of how spellcasting combos (which are arguably much more powerful and versatile than any singular spell or even having more spells to cast) are kept in check by the 5e concentration rules...
I did mention the progressive loosening of concentration limitations, from strict requirements and any damage and sometimes even distraction breaking it automatically in the classic game, to many sources of interruption, some avoided with a check in 3e, to costing an action (even a standard action) in 4e & various common 'riders' able to directly or indirectly prevent sustaining completely, to even fewer spells requiring it, needing no action to 'concentrate' and allowed checks to maintain concentration even when interrupted in 5e.

But, I was talking about the limitation on casting, which has, IMHO, a clear trend, while some spells get nerfed and others buffed with much less of a pattern as editions roll.

Again I have no clear picture of what the "imbalances" are that you are speaking too.
Read back up the thread a bit. I know, there were a /lot/ of imbalances back in the day, and, as we were talking about, a lot of attempted balancing mechanisms....
Are you claiming that say B/X had the same imbalances as AD&D 2e?
Possibly not /all/ the same ones, but many of them - the various versions of the classic game were not that radically different from eachother, 'evolution' was slow from 0e-1e-2e.
Also isn't the 5MWD a problem in every edition of D&D??
Technically, no, it's an "issue." It's not a problem, for instance, if you want to reward 'skilled play' or 'strategic thinking' with a greater chance of overcoming a given encounter if you can arrange to take it on fully-rested, and with minimal need to reserve resources for subsequent encounters. You can do /that/ in absolutely every edition. It's also not a problem if you don't care about class balance, or prefer class imbalance to favor classes with powerful daily resources (traditionally casters, obviously). The 5MWD, OTOH, impacts balance much more profoundly in most editions than it did in 4e, so in that specific sense, the 5MWD 'wasn't a problem' (didn't impact class balance) in 4e, even though it was certainly a thing that could happen.

And if you go on the OSR sites or those with people actually playing these games they'll tell you numerous ways that 5e differs form AD&D in both mechanics and feel...
And there are plenty of ways it re-captures the classic feel. It doesn't need to clone mechanics to do that.

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Warning: on-topic content may follow....

How is that a classic game thing? You seem to be talking about this in a purposefully vague manner, while using alot of words which leads me to believe you can't really define this imbalanced feel you're claiming is a part of 5e design... is that the case? If not can you give something a little more concrete and succinct?
In the classic game (and 3e, for that matter), the 5MWD favored classes with more of their power locked up in powerful daily resources (typically spells). By balancing daily abilities with at-will abilities over the course of a 6-8 encounter day (assuming it's done so successfully), 5e has returned to that classic model.

One thought is that we may be failing to apply all the words. Although much discussion has focused on what interrupts a long-rest, the benefits of a long-rest are only obtained when specific conditions are met. The text reads "during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours". Casting a spell is literally not one of sleeping, reading, talking, eating or standing watch.
As valid a ruling as any, I suppose.

If we use Gritty Realism (or my 24 hour variant), then L's Tiny Hut stops being an issue. If we aren't, the simplest fix is to shorten the duration.
Or you could just cut it and similar spells, or return it to it's traditional functionality of protection from the environment, not would-be attackers.

As an aside, the text of Long-rest contains room for DM judgement: "any benefit" could mean some benefit other than the full benefit, and "similar adventuring activity" is pretty broad.
Yep, it's not that there's no latitude there, at all, just that there could have been some with the time requirements.
 
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Imaro

Legend
"More not-re-hashing of the not-edition-war, brought to by Imaro, reporting to you live from the banks of The Nile..."

You do realize if you don't want 4e to become the topic of discussion in 5e threads you could... oh I don't know... stop bringing it up. Of course then you couldn't cry edition war when anyone disagrees with your views now could you...
 

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