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D&D 3E/3.5 Thoughts of a 3E/4E powergamer on starting to play 5E

What does case in point mean?
That the bit that follows is an example of the principle just outlined.

Where am I espousing an attitude, negative or misconception of the edition war?
Right here:
the drawn out slog that many combats in 4e became as people counted out squares in different combinations, looked over pages of powers, counted effect squares, interrupted with reactions and so on.


Unless now stating what you enjoy is edition war rhetoric
You were describing interesting, challenging, dynamic combats, and the mechanics that made them possible as a 'long drawn out slog.' It's one thing to say that you don't enjoy having larger/longer combats with more options for everyone at the table, it's another to imply that no one could.

of course that's your "thing" isn't it
No. My thing is D&D. And I don't like people misrepresenting it. Not thecasualoblivion misrepresenting 5e, not you misrepresenting 4e.

You're never going to defend 5e in the eyes of a 3e/4e fan by trashing 4e, especially by doing so in ways that he'll clearly see as false. 5e is for fans of all prior editions. To defend 5e, point out how it actually /can/ be used to deliver the play experience the critic's play style is looking for.
 

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If it's boring or trivial, can it really be over too fast? 5e requires 6-8 encounters (typically combats, it doesn't have much in the way of non-combat 'encounter' structure or guidelines) per day, with 2-3 short rests, to maintain balance among it's resource-differentiated classes (it's less an issue if you have nothing but neo-Vancian casters, or nothing but BMs, Monks & Warlocks, or nothing but Champions & Thieves/Assassins). It doesn't have the huge amounts of between-combat healing that 4e had or 3.x/PF has, so it's a matter of attrition, not individual-encounter-challenge, and many of those combats will have to be 'trivial.' Getting them over with quickly (or even spending more play time avoiding them) only makes sense.
In other words, the entire combat day model doesn't work for me, and there isn't a RAW/system option to really tweak it.

Yes, there are potential problems in the mechanics. There's also less of a culture of sticking to the mechanics no matter what, and actual encouragement to just overrule the mechanics whenever they're less than ideal.
A culture I don't particularly ascribe to.


Epic worked as neatly as Heroic & Paragon - though PCs could take on more/bigger challenges over the course of the day. So it could get a little too easy if you didn't keep ratcheting up the scope as you changed Tiers.
I knew there was something I was leaving out.

But what party lacks any kind of AoE? Every full caster has 'em even Bards.
Not everybody likes playing full casters, I've seen many a table where nobody does. Also, a lot of caster players are trigger happy and don't manage their slots to last all day.

If you want a specific feel to that challenge, sure. But that's always been the case.

/IF/ a party covered all 4 roles, and wasn't overly optimized, sure, but I've run for plenty of 'aberrant' parties that required some customization - either to challenge, or to avoid overly brutalizing. Sometimes that's just an on-the-fly adjustment to tactics, though. Using 'bad tactics' in a party that lacks a Defender & Controller, for instance.
It was kind of a culture thing for my groups to insist on Defender, healer and minimally effective Striker at the least. As being a Defender or healer wasn't really considered a sacrifice in 4E, this was rarely an issue(having a decent Striker was more a matter of having somebody competent play one). Even RPGA games with random strangers would jump through hoops to cover at least those three. People wanted good party composition enough to accomplish it almost always. Optimization was something I encouraged almost to the point of insisting on as a DM. The game ran faster with optimized PCs and optimization mitigated grind more than just about anything, both things that improved the experience for everybody.
 

That the bit that follows is an example of the principle just outlined.

Just making sure since you quoted me but there wasn't anything concerning edition wars in my post.

Right here:


You were describing interesting, challenging, dynamic combats, and the mechanics that made them possible as a 'long drawn out slog.' It's one thing to say that you don't enjoy having larger/longer combats with more options for everyone at the table, it's another to imply that no one could.

It's your opinion/experience that those mechanics in 4e provided that for you and those you played with. I'm stating mine (and never claimed to be speaking for everyone else) and in mine they created long, drawn out, slogs...

Also I said what I meant... so please don't do that thing where you passive aggressively reword what I said... I know it's another one of those things you do but it's not cool... it shows a total lack of respect for the person you are conversing with.

No. My thing is D&D. And I don't like people misrepresenting it. Not thecasualoblivion misrepresenting 5e, not you misrepresenting 4e.

What am I misrepresenting? What I think of 4e combats compared to 5e combats? let me assure you... I'm not. I'll repeat it again... I said exactly what I meant to say. So there's no need for you to worry there (or reword what I posted).

You're never going to defend 5e in the eyes of a 3e/4e fan by trashing 4e, especially by doing so in ways that he'll clearly see as false. 5e is for fans of all prior editions. To defend 5e, point out how it actually /can/ be used to deliver the play experience the critic's play style is looking for.

I'm not defending anything... @thecasualoblivion made it clear pages ago he wasn't looking for a way to enjoy 5e... he doesn't like it, and I'm ok with that. In the same way that he is venting and expressing his views on 5e... I was talking about my views on 4e combats vs. 5e combats... the problem, at least IMO, seems to be that you can't accept other people having different experiences or even opinions than you have on different editions without proclaiming them edition warriors. Dude it's over, let it go.
 
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I can see that - as 4e PCs are historically tough to bring down. However, that made it fairly rigid if you wanted to knock off the PCs, or at least make them fear the threat of that happening.

Best way to manage that is tactics. Focus fire is your friend, though the Defenders and Controllers will do a lot to prevent it from ever happening. It's harder to do at high levels, but PCs are harder to endanger in almost every way at high levels.
 

If people are doing 900-1100 damage Novas they are using rules exploits that have been patched by errata and no longer kosher, or cheating. An optimized Striker might manage 200-300 depending on level using a combination of action points and daily powers, assuming they don't miss, but can only do that 1-2 times per day not in the same encounter. If 900-1100 is happening to you something is wrong.

Could be, those where one-offs and may have been before the errata. I also found if a challenge to keep up with the errata. Though doing a little research I have found a lot of builds that can do insane damage. We also had 2 strikers, so that makes it worse I think. Once a player tried out a level 30 Dragonborn (can't remember the class) but he could do something like 2000 DPR (adding up all the AoE damages), not Nova. That was fun to just through waves and customized swarms at that group.

Solo monsters tended to lose due to the action economy and their succeptability to control. That was a system wide disadvantage of solos, but it tended to be worse in Epic because Epic PCs tended to have much stronger control. One thing you could do would be to use a Solo of equal level or one or two levels below the party along side 2-3 standard monsters(between level-2 and level+0)and a mess of minions, going for level+4 to level+6 for the encounter budget(Minions tend to be less effective than their XP budget amount would reflect). The party would have to burn more resources to reduce the numbers and be more drained before they had to take on the solo by itself. Don't expect that fight to be quick, it'll probably drag out for a few rounds past running out of Encounter powers.

Yep, I generally ran a solo with some elite help or unique terrain features. However, sometimes I want the PCs to take on a great wyrm dragon truely solo and feel challenged. I ended up customizing solos quite a bit to make that work.



It wasn't hard if you weren't too concerned with how long it took to fight things. You could build level+4 to level+6 encounters, either using higher level monsters or adding more on-level monsters and achieve what you describe, given moderate system and tactical mastery. A lot of DMs I gamed with went that way, and tended to make most fights big epic slugfests and we just fought less of them because they took longer. Now if you wanted that sort of challenge/beatdown and fast combat at the same time, that was hard. I could manage it inconsistently, but only because of my tactical wargaming prowess and a few odd tricks like making encounters more difficult by choosing monsters with synergy and a good mix of (monster)party roles instead of simply using a higher level challenge. Even then, I only managed an encounter that was both challenging and fast about 40% of the time, with 50% being fast but less challenging and the odd 10% that just went too long(challenging or otherwise).

You can also build a level +4 or level +6 encounter that won't challenge the party like I want. You really did have to tailor your encounter to the party. Which I guess you admit by mentioning the need for "moderate system and tactical mastery." (not sure what moderate mastery is ;)

One of my favorite battles in 4e was an epic fight against Tiamat that took 3-4 hours and was almost a TPK. But that fight was unique in that I did that all with a beefed up Tiamat, not with any minions or terrain in Tiamat's favor.

One of the things we did to speed up play was to use average damage for both Tiamat and the PCs (same with healing). Didn't always do this, but it definitely can in handy when we where playing while driving cross country.
 

Best way to manage that is tactics. Focus fire is your friend, though the Defenders and Controllers will do a lot to prevent it from ever happening. It's harder to do at high levels, but PCs are harder to endanger in almost every way at high levels.

That's why I had to build tougher monsters! The fact is the math of monsters didn't add up. In 4e, the PC HP to monster DPR ratio gets worse for monsters as you go up in level. That is not debatable - it is in the math. That doesn't even account for the greater healing abilities you have as PCs get higher in level. I ended up using the revised damage values from the DMG 42 blog: http://dmg42.blogspot.com/2012/02/boot-on-face-of-level-1-damage-forever.html That really helped.
 

That the bit that follows is an example of the principle just outlined.

Right here:


You were describing interesting, challenging, dynamic combats, and the mechanics that made them possible as a 'long drawn out slog.' It's one thing to say that you don't enjoy having larger/longer combats with more options for everyone at the table, it's another to imply that no one could.

No. My thing is D&D. And I don't like people misrepresenting it. Not thecasualoblivion misrepresenting 5e, not you misrepresenting 4e.

You're never going to defend 5e in the eyes of a 3e/4e fan by trashing 4e, especially by doing so in ways that he'll clearly see as false. 5e is for fans of all prior editions. To defend 5e, point out how it actually /can/ be used to deliver the play experience the critic's play style is looking for.

The issue is play not meeting expectations. [MENTION=48965]Imaro[/MENTION] seems by his comments to have played 4E and the play did not meet his expectations or in other words what he wanted out of D&D. He then stated this as if this was caused by the system as opposed to his own expectations and preferences. I have at times done that myself in this thread, though in many posts I have (at least tried to) point out that it's my own expectations and preferences towards the system as opoosed to the system in isolation.

That being said, to respond to [MENTION=996]Tony Vargas[/MENTION], expectations and preferences are a real thing. You mention:

To defend 5e, point out how it actually /can/ be used to deliver the play experience the critic's play style is looking for.

You say that but I don't exactly see how I can do that without changing my expectations and preferences, which I'm not exactly inclined to do.
 
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The math framework in any RPG is really too big to explain in a forum post, and that applies to 5E. What is constraining about it is that it doesn't do what I want it to do, yet things are interconnected to the point where it's hard to change things without messing other things up.
It wouldn't be hard, for instance, to just amplify the range of Bounded Accuracy. Instead of +4 over 20 levels, +10 over 20 levels.

5E math more or less works, it's not as tight as 4E but it is a lower priority from a system standpoint so the bugs don't stand out as much, but as I've established in this thread I'm not happy with 5E 'as is' and trying to houserule it to where I want it to be would involve picking a fight with the math.
Bounded Accuracy is pretty tight. It's a narrow range, it doesn't get broken out of a lot.

Here's a simple variant that might help a bit:

Instead of proficiency adding +2 to +6 over 20 levels, it just adds +2 (+4 with Expertise - yeah, that 'nerfs' expertise a bit, maybe give the Rogue something to compensate - the Bard'd be fine even without it).
Every check gets the +4 over 20 levels, across the board. So does AC.

For more evident advancement and/or more meaningful specialization, just increase the numbers. +5 or 10 over 20 levels and/or +3 or +5 for proficiency.


if you were going to be hit by an attack, there were numerous tricks you could utilize to mitigate the hit, if you chose such options when creating your character (you could give them up to hit harder or whatever if you wanted). This is much less true in 5E--such things do exist, but tend to be more costly (a daily spell slot, or an every-4th-level feat).
A feat is costly, but it'll usually give you something very significant or several things (or only 'cost half' in the sense of still giving you a +1 to a specific stat). A daily spell slot is not that big an expense - you get a lot more of them in 5e.

The gap between the "skilled" and the "unskilled" has grown smaller.
At low level, but it expands with level (see above about tweaking proficiency for a 'solution'), and expertise is gasoline on that fire.

The fact that the number you add to the d20 is now much smaller and you have fewer "fiddly bits" to invest in to make it bigger means that someone who is proficient in a skill is only going to succeed more often than someone else of similar caliber who is not proficient on 3 out of 20 die rolls. This is an issue caused by the bounded accuracy system
Yes, but (I'm getting tired of saying that), that's also a built-in solution to a different issue. 5e doesn't have any structured sub-system for resolving non-combat encounters that would draw everyone into those challenges. What the smaller proficiency bonus and bounded accuracy in general does, though, /is/ let everyone participate in spite of that. You don't have to angle for a skill you're good at, or intentionally 'ground' your turn with an aid-another check or anything, you can just jump in and roll that skill you're no good at, because it /is/ random enough that you might carry the day some of the time.

5E's swingy, quick combat also is a boon at first that I am starting to see holes in. Notably, a climactic, exciting, cinematic battle to finish things off. And I'm having trouble pulling this off in 5th edition.
Prettymuch what Legendary monsters are for. Have you tried a few of them? This is also where you can take more of the resolution behind the screen, create an air of mystery around the enemy, and adjust specifics on the fly to assure the climactic battle you're shooting for.

The problem is, for as flexible as 5th edition claims to be, I find that 5th edition PCs are simply not capable of handling a longer, challenging, dynamic battle (or at least, the majority are not). If the battle is deadly, it must be over quick or the PCs simply will not be able to keep up with the damage/control the enemy is throwing at them.
More true of larger combats in terms of number of foes. And, again, this is something you can fine-tune on the fly.

And, there are solid support-capable classes in 5e (Cleric, Bard, Druid, Paladin) and tough 'tank' classes (Fighter, Paladin, Barbarian). Play the monsters just a little 'badly' here and there - focus a bit more on the tank, leave the 'healer' alone - and the party can come back from some dramatic, threat-establishing damage.

I'm still trying things here--certainly, one key is having the PCs be fighting the "lair" as much as they fight the "boss", but I'm not entirely certain I want to stick to the lair/legendary action structure--it seems a little rigid to me
It does so neatly adapt the sole-monster threat to the number of PC, though. It's slightly brilliant that way.

There are also fewer monsters on the board. As CR increases, the amount you can put on the board before the encounter turns "deadly" becomes quite small. 5E combat works best when dealing with small groups of monsters
That's the flip side of Bounded Accuracy. Just statistically, a big enough horde becomes deadly to anyone. Early on there were threads about a hundred or so rubes with bows killing legendary dragons and such. One solution you can lift from 3e/4e is consolidating large numbers of foes into Swarms. 5e /does/ have swarms, even if it doesn't apply the mechancis to less teeny monsters. It wouldn't be hard to extrapolate.

I'm stating mine (and never claimed to be speaking for everyone else) and in mine they created long, drawn out, slogs...
That is not how you stated it, you phrased it universally. You can compare more detailed combat with more options and more enemies one side and greater durability on the PC side as 'slower,' because it does take more rounds to finish and more table time to resolve, relative to less detailed combat vs fewer foes and less resilient PCs, without making one sound execrable and the other like the holy grail. You can express your preference for one or the other. You could even go into how the opposite was readily achievable under either system, if the DM chose to design encounters differently...

so please don't do that thing where you passive aggressively reword what I said
I quoted what you said. If you didn't mean for it to be taken a certain way, by all means, retract or further clarify it. It's clear now that you were talking about a personal preference and a personal experience, and just couched that opinion as a quality of the system in familiar-from-the-edition-war terms. You've rectified that mistake.

If the price is enduring a few more snide insults for pointing it out to you, I'll pay it.

I also found if a challenge to keep up with the errata. Though doing a little research I have found a lot of builds that can do insane damage.
The frequency of 'updates' was an issue, but they did tamp down stuff like that. Oddly, WotC's response to complaints about the game needing too-frequent errata wasn't to release less broken material in the Essentials era, but to just not fix it so much.

The issue is play not meeting expectations. I have (at least tried to) point out that it's my own expectations and preferences towards the system as opposed to the system in isolation.
D&D does have a certain history of past performance, and if your expectations of D&D were shaped by that history (if, like me, you've played the game since the 80s - or, like some others around here, since the very beginning, if not since Chainmail), then 5e doesn't exactly confound your expectations. It's mainly a matter of default emphasis, though, not system, and can be changed substantially by the DM...

You say that but I don't exactly see how I can do that without changing my expectations and preferences, which I'm not exactly inclined to do.
You can't as a player, directly. As a DM, you can. See above for one example.
I know you're not looking for solutions, per se, but you have gotten a number of recommendations in the preceding pages. Find a good enough DM working towards similar expectations, and 5e will deliver on them. All but guaranteed.
 
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It wouldn't be hard, for instance, to just amplify the range of Bounded Accuracy. Instead of +4 over 20 levels, +10 over 20 levels.

Bounded Accuracy is pretty tight. It's a narrow range, it doesn't get broken out of a lot.

Here's a simple variant that might help a bit:

Instead of proficiency adding +2 to +6 over 20 levels, it just adds +2 (+4 with Expertise - yeah, that 'nerfs' expertise a bit, maybe give the Rogue something to compensate - the Bard'd be fine even without it).
Every check gets the +4 over 20 levels, across the board. So does AC.

For more evident advancement and/or more meaningful specialization, just increase the numbers. +5 or 10 over 20 levels and/or +3 or +5 for proficiency.

I have different beefs with bounded accuracy in combat vs skills. In combat, the most elegant solution would be to go 4E's route and extend combat over more rounds, possibly adding leader role healing to further smooth out the bumps. You'd have to adjust other things to compensate like healing, monster damage, and such, but I think in the end that would be less hassle than the messing with the numbers. For skills, I'd be inclined to throw the entire system out and use the 3E or 4E skill system instead, probably leaning towards 4E since you could apply the mechanics to the list of skills, classes and backgrounds of 5E.


Yes, but (I'm getting tired of saying that), that's also a built-in solution to a different issue. 5e doesn't have any structured sub-system for resolving non-combat encounters that would draw everyone into those challenges. What the smaller proficiency bonus and bounded accuracy in general does, though, /is/ let everyone participate in spite of that. You don't have to angle for a skill you're good at, or intentionally 'ground' your turn with an aid-another check or anything, you can just jump in and roll that skill you're no good at, because it /is/ random enough that you might carry the day some of the time.
I've seen this 'solution' in play and I'm not terribly impressed with it. It kind of plays out in the following manner: proficient character rolls a skill check and fails, the DM then let's everybody else try the skill with no penalty for failures(either in the initial or subsequent checks)and somebody rolls high and it's success. It kind of feels empty, as it really doesn't seem to reward success or intelligent play at all, and success is just a result of five people rolling and one of them is bound to be high.


D&D does have a certain history of past performance, and if your expectations of D&D were shaped by that history (if, like me, you've played the game since the 80s - or, like some others around here, since the very beginning, if not since Chainmail), then 5e doesn't exactly confound your expectations. It's mainly a matter of default emphasis, though, not system, and can be changed substantially by the DM...
My history of D&D involved a progression from high-powered(high stats, just short of Monty Haul), low-lethality, low level(1-10) 2E, to moderately gonzo 3E/3.5E, to vanilla "everything is core" optimized 4E. I imagine conclusions can be drawn from that.

You can't as a player, directly. As a DM, you can. See above for one example.
I know you're not looking for solutions, per se, but you have gotten a number of recommendations in the preceding pages. Find a good enough DM working towards similar expectations, and 5e will deliver on them. All but guaranteed.

That sounds more difficult than finding a DM/table running something more to my tastes.
 
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FORM WALL OF TEXT!!!

Tony, I was one answer away from a point by point response to your comments about my posts when I accidentally closed my browser (problem with having to many windows open at work than getting a phone call) and lost it all. I apologize, but I don't have the time and energy to recreate that now. Thank you for the comments though.
 

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