D&D 5E Is 5e's Success Actually Bad for Other Games?


log in or register to remove this ad

happyhermit

Adventurer
It's wrong to assume that 5e squarely into some kind of golden mean. There are too many elements cranked well beyond 11 or stripped down to the point of intangibility for that to be the case though. In a lot of ways 5e embodies those extremes you mention & goes a step further by designing other elements so changing that extreme is often needlessly difficult. ...
First of all, I said nothing even remotely like that. I said;
1. 5e by default has more tactical combat that many other ttrpgs.
2. I often see people making the assumption that if someone likes a thing then they would prefer that thing be taken to the extreme, and I think they are wrong.
For purposes of discussion, lets say that you are right & that 5e is in the golden middle between wargames like wh40k(or whatever represents the extreme) & narrative based games like fate where movement is so abstract that it's measured in zones which are generally of explicitly vague nonspecific size.
That's not me being right, I said nothing like that.
5e is obviously less tactical than the most tactical of wargames so it's definately below 11 on the purity dial there. However it is a trivial matter to bolt grid combat onto fate and get a level of tactical gameplay virtually identical to 5e because moving between zones can effectively provoke an AoO with different terms there.
So, you agree that 5e by default is less "Tactical combat" than some games, but more "Tactical combat" than others? That's what I said! Honestly I thought this was self evident but I should never underestimate the ability of the internet to look for an argument.

That you can make Fate more "Tactical combat" completely ignores the context of the post and what I was responding to which was the "default game".

Yes, you can obviously hack a game to make it more or less "Tactical combat", that should be self-evident as well so I am sure someone will argue that it's impossible shortly. Or, more likely make an argument that I am wrong about something I never said.
 

Tactical combat in D&D? Use a grid layout for your map and miniatures, so you can measure everything down to the millimeter.

Non-tactical combat in D&D? Use a layout without a grid for your map and miniatures and guess all your ranges and areas and reaches.
 


tetrasodium

Legend
Supporter
Epic
First of all, I said nothing even remotely like that. I said;
1. 5e by default has more tactical combat that many other ttrpgs.
2. I often see people making the assumption that if someone likes a thing then they would prefer that thing be taken to the extreme, and I think they are wrong.

That's not me being right, I said nothing like that.

So, you agree that 5e by default is less "Tactical combat" than some games, but more "Tactical combat" than others? That's what I said! Honestly I thought this was self evident but I should never underestimate the ability of the internet to look for an argument.

That you can make Fate more "Tactical combat" completely ignores the context of the post and what I was responding to which was the "default game".

Yes, you can obviously hack a game to make it more or less "Tactical combat", that should be self-evident as well so I am sure someone will argue that it's impossible shortly. Or, more likely make an argument that I am wrong about something I never said.
You are wrong on point1 & point 2 depends on that being at least close to accurate in order to paint people wanting more as wanting an extreme... that's the problem.

5e is pretty low on the tactical scale, you'd be hard pressed to find many ttrpgs that are less tactical without diving into story focused narrative games like fate & BitD where the focus is so different that it's generally difficult to even compare them
 

5e has some tactical elements - it would be unplayable it if didn't given how long combat takes. Most of the decisions are basically just about how to use resources, although depending on how the battlefield is set up there may be more tactical decisions to make - eg, where to place a wall of fire.

Martial characters tend to have less, but even then...A Fighter with Shield Master and Sentinel has options like shoving someone so that they're next to another enemy and then moving after them to lock both enemies down.

4e had more tactical options of course, but it also took longer to resolve. What both editions have in common is that they're much more tactically interesting in a well designed battlefield. 4e combat in a featureless room, wasn't really all that.

I played a lot of 4e though, and I feel it's tactical depth is somewhat overrated (althogh granted there's more to it than 5e - the greater speed of resolution in 5e is also overrated though). What both editions have in common is that the more important decisions are made in character creation and advancement. Both games are far more strategic than tactical*. (4E had vastly more strategic depth than 4e - in that there were a lot more elements to combine and builds to try out) Bringing out tactical depth requires work from the GM to design interesting tactical encounters.

*In some respects 5e is actually more flexible here. In 4e you're stuck with three different encounter powers you can only use once, but if a Battlemaster finds himself fighting enemies on the edge of the cliff he can spam Pushing Attack for this combat and then not use it all for the next two combats.
 





Remove ads

Top