Tony Vargas
Legend
I have to disagree. Using planned attrition as way of balancing the game at a point probably goes back to 3.0, at the very latest. And single encounters or traps or what-have you weren't the real challenge in old-school, either, it was surviving a series of them by managing resources. Wandering monsters, for instance, rarely wiped parties, but if they even did a few hps, they'd hurt them.The attrition model is newfangled, very nontraditional.
Classic D&D wasn't somehow 'not attrition' because it had SoDs, all an SoD did was kill someone - a little more often than not, a thief - that someone was a resource, and losing him was part of the attrition that would eventually drive you out of the dungeon.Attrition has always been one component of (A)D&D, as far back as I've played (Mentzer Red Box, but mostly AD&D2) but usually only a minor aspect of the game. 5E has almost completely removed save-or-die from the system and leans primarily on attrition if you're not careful, and that's new, and has implications which can make the game boring if not managed correctly.
If you like the meta-game implicit in character optimization, no other version of D&D holds a candle to 3.x/PF, at least in that department. Sometimes actually playing it can seem like an unnecessary formality, but chargen/level-up is really something.I wouldn't know. The only 3.5 I ever played was the ToEE videogame, which was quite boring.
I thought so when I ran across it. I find it's a good one, because it gets to the point of balance, which is not making the game perfect or automatically fun, but just preventing the game from sucking.That's an interesting definition of "balanced."

There's also another factor, which how 'robust' that balance might be. A game can be balanced when played with a specific party composition against a certain number of challenges per day, but broken with a different pacing or party, for instance.
And, even if a game presents imbalanced options, the players can always exercise restraint and simply not choose them, re-defining what's 'viable' in the context of the campaign they're in.
Finally, a DM can adjust or enforce balance on the fly. That's where 5e can prettymuch get away with not worrying about balance, at all, in the design phase, because it gives the DM so much latitude. He can impose the sort and level of balance he wants, and any designed-in balance is almost moot. Almost.

In the more theoretical case where you can't know what the DM or other players will do, only the top builds that can compete with eachother are 'viable,' because someone else might bring in such a build (you can't count on player restraint or DM force). That's the degree to which the game, itself, is balanced. The less robust that balance, the more it can vary from campaign to campaign.
It does provide a modest number of choices relative to other modern editions, and an impressive number compared to older ones. The tricky bit is how viable they are, and the somewhat subjective bit how meaningful. And, of course, how much you can deviate from the point at which it balances before that balance is lost (which is part of the point of this thread: can you reduce encounters/day while preserving any balance that may already exist).By that standard, 5E is extremely well-balanced
That can be an indicator of poor balance, because those builds might be rendering other less encounter-shreddy builds non-viable. As the DM ratchets up encounters to challenge such builds, other builds become non-viable.but the encounter guidelines are far too weak because there are a number of builds that shred them utterly.
'Easy' is relative. If the game were 'well-' (robustly) balanced, you could have players of different levels of system mastery and 'seriousness' in the same party with minimal issues.so that a casual player who makes a basic Champion fighter can kill monsters and get treasure. It's easy by design,...
I claim that the 5E guidelines were designed with such players in mind; but the fun part of 5E is that it's a floor on effectiveness and not a ceiling.