You yourself said it depends on the party whether they matter or not.Hit Dice barely matter.
And I'm out. This is way too much discussion just to say that flexibility can be nice. Peace.
You yourself said it depends on the party whether they matter or not.Hit Dice barely matter.
Thing is that while Hit Dice superficially serve the same purpose as healing surges (enable healing in-between fights), the way they work is almost exactly the opposite. To wit:Couldn't you do the same thing to Hit Dice in 5e (caveat: I don't know how Healing Surges worked in 4e)? It's a resource that players would not like to lose, and would simulate conditions wearing on them and their resilience. Though it might just prompt them to hunker down and Long Rest to recover HD...![]()
The ability to short rest and heal is a fairly big thing to the 3e people they see it as dramatic we see it as faded and lacking and not particularly interesting. Some interesting things about HS can be added to HD.... and even doing so elegantly could be accomplished for instance; Any time a character is healed/gains hit points (or maybe even thp) they may spend a percentage of their HD to enhance the heal. This supports the 4e feel of the heroes own nature being why they so completely get back off the ground when the Bard/Warlord/Priest inspires them.At the end of the day, if you were a fan of 4e Healing Surge, that doesn't automatically make you a fan of 5e Hit Dice just because they can also be used to heal on a short rest. That's basically the LEAST interesting thing Healing Surges do.
I've played a lot of 5E with a lot of people. So far, it's been universally true. You'd think between near-weekly games for most of the last going on eight years with various groups of players, cons, Adventurer's League, etc that someone somewhere would have made those choices. But nope. Not one. On social media people talk about a unicorn player here or there not picking synergies, but I've never seen it. People also talk about running without a healer, but I've never seen it. People also talk about not having a ranger, outlander, tiny hut, and some combo of the food & water spells, but I've never seen it. Those players must all be really good at their stealth checks.Because your anecdotal experience is evidence of universality? That's garbage. There are plenty of players who pick races whose ability bonuses don't necessarily help their class - they pick them because they help portray the character they envision, even if they aren't maximizing their optimization.
Or your experiences aren't as diverse as you think, or you're not actually asking people these questions, or your perception check is the pits. Let's consider all of the possibilities.I've played a lot of 5E with a lot of people. So far, it's been universally true. You'd think between near-weekly games for most of the last going on eight years with various groups of players, cons, Adventurer's League, etc that someone somewhere would have made those choices. But nope. Not one. On social media people talk about a unicorn player here or there not picking synergies, but I've never seen it. People also talk about running without a healer, but I've never seen it. People also talk about not having a ranger, outlander, tiny hut, and some combo of the food & water spells, but I've never seen it. Those players must all be really good at their stealth checks.
I've played a lot of 5E with a lot of people. So far, it's been universally true. You'd think between near-weekly games for most of the last going on eight years with various groups of players, cons, Adventurer's League, etc that someone somewhere would have made those choices. But nope. Not one. On social media people talk about a unicorn player here or there not picking synergies, but I've never seen it. People also talk about running without a healer, but I've never seen it. People also talk about not having a ranger, outlander, tiny hut, and some combo of the food & water spells, but I've never seen it. Those players must all be really good at their stealth checks.
I've played with "for every die of healing, you may also spend one Hit Die."The ability to short rest and heal is a fairly big thing to the 3e people they see it as dramatic we see it as faded and lacking and not particularly interesting. Some interesting things about HS can be added to HD.... and even doing so elegantly could be accomplished for instance; Any time a character is healed/gains hit points (or maybe even thp) they may spend a percentage of their HD to enhance the heal. This supports the 4e feel of the heroes own nature being why they so completely get back off the ground when the Bard/Warlord/Priest inspires them.
Rangers do tangerine very well. People just don't like how it does itI'm not sure I'd agree that 5e does this well - rangers, bladelocks, and eldritch knights all failed badly top do what it says on the tin.
Very much so. The 2e-5e and 4e-5e comparisons always seem to me like asking which are more similar: ambulances and race cars or ambulances and hospitals.4E and 5E do share some tools, but use them to build different products.
It is definitely the case that 5e includes many rules and structures which conspire to make many of the non-combat parts of the game uninteresting. Goodberry and the Light cantrip being prime culprits. With them, the careful weighing out of pre-purchased equipment and whether one should take more rations and torches that supposedly so dominated TSR-era play is just that much less true.They did go a bit overboard though. It's shouldn't be either "deal with all this travel stuff" or "make it irrelevant" in one each non-choice. It should go from being difficult, to slightly less difficult, to fairly easy, to irrelevant. It shouldn't go from difficult to irrelevant in one go. Like switching outlander and the ranger to advantage on those checks instead of auto success. Even that would be a great change.
That's bog standard 5E travel for you. If you have someone with outlander, you cannot get lost and you automatically have food. If you have a ranger, you get there in half the time without there ever being the possibility of becoming lost. A wizard with tiny hut, you get to sleep in comfort and style with no worry about environmental concerns or even wandering monsters. To say nothing of other spells like goodberry, create water, create food and water, etc. 5E is designed to skip over travel. They shouldn't have eaten up the page count by including it it's so trivial.
I think the difference is that 5e combat rules are built to make the choices meaningful, and the results meaningfully different. This is decidedly less so with the wilderness rules. It certainly can be done, and done in a 5e-like framework -- they did it very well in Adventures in Middle Earth -- it's just that you have to actively pare down some very integral systems within the 5e rules (including features of classes and backgrounds that would seemingly most appeal to someone wanting to invest in the wilderness part of the game) to get there. If one had to fight the combat system half as hard to get enjoyable results, people would have complained uproariously about it (not that tactical-combat-loving 4e fans, thinking about what thread I am in, did not do that to some significant degree).These mechanical details are not there to weigh you down. It's real value is in creating structure and constraints so meaningful choices can be made.
It's no different from combat rules, really. Combat rules are not there to make fighting scenes slower and boring, they are there so you can run a game with stakes and uncertain outcome.