JonnyP71
Explorer
To briefly indulge you, I wouldn't fit into that table, but it would be a problem with the DM, not the players. I could probably ignore a bunch of people dicking around while I kill things, as long as it gets done in the end. The issue would be that I infer from your comments that your DM has greatly deemphasized combat compared to the average table, and that would be a problem for me.
Going back to my original point which you continue to ignore...
1. The base system of the current edition of D&D should be big tent, embrace a wider audience, and not specifically try to suppress an audience that the previous two editions embraced.
2. If your table has a problem with power gaming, why can't you just deal with it on the table level? Why do you need help from the system to discourage play that doesn't fit at your table?
Just what exactly is the 'average table'? I guess we have different ideas of that - none of my groups play with Battlemats, none of them are combat heavy, none of them like the 4E 'big tactical battle' as being the main focus of play. The average though is problem somewhere between your own assumption and my own experience.
And on your points - 5E has managed to unite our disparate ne'er-do-wells around a system which works for us. And from feedback on various forums it has tempted back a great many 1E/2E players who had been disillusioned by the crunchiness of 3E and the overly-tactical nature of 4E, and it has done so for 4 main reasons:
- incorporating flavourful backgrounds into a fast and simple character creation process which does not punish sub-optimal choices in the same way the previous 2 systems did, thereby promoting the concept of roleplay over rollplay.
- making combat and skill resolution extremely fast and simple, which allows a group to spend more time on the story
- placing adjudication back in the hands of the DM... rulings instead of rules.. less looking stuff up, less memorisation of obscure lines tucked away in extra handbooks, leading to smoother play
- a reduction in the amount of options (splat!), giving less opportunity to players to break a game
These moves have all been intentional I believe, and have certainly been successful for the most part. Yes there have been a few dissenters (such as yourself). But surely the key aim of a new system is to introduce new players? Not just to appeal to existing fans? 5E has done that, and it has also won over a lot of 3.5E/PF players - and for those who enjoy 4E, they still have 4E.
And regarding our tables' attitudes to powergaming - we would not play 3E/4E because of the way the systems pushed the tactical approach on you, because of the spiralling imbalances which could occur in 3/3.5 if optimal paths were not adhered to, and because of the overall slower speed of resolution. It's somewhat difficult to tailor any such crunchy systems to our faster, more RP heavy style of play. 5E has proved to be a very welcoming system to young and old, experienced players and novices - it works for our tables - a system which added significant crunch so as to appeal to the powergaming mentality would not.