This particular problem is so not unique to D&D, though.D&D combat is too long because players take too long to execute their turns so combat needlessly drags. When each player spends 30 seconds on a turn then combat is more fun.

This particular problem is so not unique to D&D, though.D&D combat is too long because players take too long to execute their turns so combat needlessly drags. When each player spends 30 seconds on a turn then combat is more fun.
You're assuming - wrongly in this case, I think - that the game's entertainment revolves solely around your own character and what it's doing.It may well be that you have fun listening to the GM narrate what happens to your paralyzed character, round after round as you look on unable to act…
You're probably right in this, but IMO that feedback was taken a bit - nay, a lot - too much to heart.However I suspect the move away from this was very much to make the game more fun and driven by feedback from players.
This brings up a different-but-related issue. In older editions it was very possible for one PC in a combat to die due to bad luck while the rest sailed through relatively unscathed (e.g. pretty much any fight vs a Medusa). From what I can tell, in both 4e and 5e it seems much more the case that the PCs rise and fall as a unit; if one dies chances are good they're all close to death, meaning individual death is less common but TPKs aren't.Personally I can think of nothing worse that one unlucky save killing my character and prefer a fight to the bitter end.
Incidentally, for people who say 5e characters can’t die, my players nearly died 2 times in the last session. Once when they foolishly tried to take on an entire tribe of troglodyte brutes because they thought they had a good defensible position. Secondly because they took a head on approach vs a legendary Cerberus. They were two bad rolls away from at least one or two deaths or a TPK.
made earlier versions of this creature something to be feared, respected, perhaps even avoided until you, too, were truly powerful. A couple hits from an old school vamp and you were either dead or so reduced in levels that the entire adventure just became certain doom. Same thing with petrification effects from a basilisk and so forth. In older editions, a basilisk could turn you straight to stone on a failed save and you were dead until the survivors went way out of their way to find a method of bringing you back.
Some of this pushback saying 5E is designed fine (across the board, it is implied or read), because it works for so many people, are painting things with as broad a brush as those who are saying 5E sucks (across the board, it is implied, or read). There are several factors in the game's design and history that make it "work just fine"—or not—for many people:
5E definitely has design problems; any design has problems. 5E definitely has design decisions, at many levels, that people do not like in spite of liking the game overall. Some are changeable with house rules. Some are so intertwined with other subsystems or elements that chaging them with house rules would be a huge amount of work (but not impossible).
- 5E's massive growth means that for many people, this is their first & only role-playing game. They have no basis for comparison, it is just how RPGs work, in spite of particular problems with specific parts of the game that could be designed better.
- 5E is D&D, and D&D has a huge amount of brand prestige—and product support—which is a good part of why so many people play it, newcomers, old hands, and grognards alike.
- The more casual the player, the less likely they are to care about design (and vice versa). 5E is built for more casual players. It's much simpler than AD&D, but It does still have a lot of complexity. As with AD&D, though, players both casual & serious will blithely ignore the bits they don't understand, have the DM handle the complex bits, or house-rule them. My high-school group did all three of those.
- D&D also has a long history with prior editions—including the oft-maligned 4E that drove so many to Pathfinder (itself a version of D&D)—so people who have fond memories of playing those editions are motivated to play 5E, even if they don't like parts of it. And the odds are, just because 5E does many things differently from prior editions, there are some parts they won't like (whether they are designed well or poorly). They too can house-rule the parts they don't like, or if they can't stand 5E as a package, they play some other edition, or some other game. (Or complain endlessly on forums about the parts they don't like, in narrow or broad brush strokes. ;-) )
The survey question was "Is D&D combat fun?". In the end, fun is a subjective opinion, so it doesn't make much sense to argue someone is wrong for not finding something fun, or for explaining why they don't find something fun or what would make it fun for them.![]()
You're assuming - wrongly in this case, I think - that the game's entertainment revolves solely around your own character and what it's doing.
I’m saying that not being able to act as a character for multiple rounds isn’t fun for me. @Jmarso may be entertained by other players as a separate fact but that doesn’t make the act of being paralyzed more fun. Presumably his companions don’t stop being entertaining because he also gets to act?From here it sounds like @Jmarso was getting some fine entertainment out of watching the other PCs play out the fight and, by the sound of it, barely win. And as I've been in this position many a time myself, I can state with certainty that your assumption would be wrong in my case.
I like that I get two chances to avoid being petrified, or break an interminable hold person. I think they have the balance about right.You're probably right in this, but IMO that feedback was taken a bit - nay, a lot - too much to heart.
I actually find the large numbers of actions and multiple options to heal means that characters in 5e can survive with other PCs down. I think there may be a tendency of 5e players not to run away which might have the same effect.This brings up a different-but-related issue. In older editions it was very possible for one PC in a combat to die due to bad luck while the rest sailed through relatively unscathed (e.g. pretty much any fight vs a Medusa). From what I can tell, in both 4e and 5e it seems much more the case that the PCs rise and fall as a unit; if one dies chances are good they're all close to death, meaning individual death is less common but TPKs aren't.
Pathfinder is essentially a version of D&D—one with good brand prestige and product support, too. It was the most popular TTRPG for a while—and before that, D&D was.Before 5e many people thought D&D might be dead.
Pathfinder was the most popular ttrpg.
That sounds like one of the factors of "brand prestige" to me.This is an old argument but just doesn't hold weight. 5e is popular because of word of mouth. People play it and love it and invite more friends.
I didn't say that people just don't know better, nor did I state—or imply—that ignorance is a bad thing. I said that many people don't know about other games (and so have no basis for comparison, which by definition requires more than one object to compare), and also that some people, whether they know about other games or not, don't care about design. And I didn't mention high-level competitive play at all, because it's not relevant to what I did say.Saying that people just don't know better is hubristic and insulting. Most people saying such things haven't even played a competitive game to a high level in their lives.
I didn't say the game is worse, or that players are stupid. I didn't even try to imply either of those statements.And a game being on the lighter side doesn't make it worse or the players stupider for playing it.
All I can say to this is, "huh?"The truth of the matter is that some people are so blinded by their hubris that they cannot fathom that maybe it is them who can't figure out how to play the game properly.
My entire post was about how specific parts of the game can have problems, or how some people can find specific parts of the game not fun, even if the game overall can be just fine for many people. Maybe you're talking about other people's responses on this thread, but my post—which you quoted—does not assert any of those things.No it must be the game that is broken, the designers who are morons, and the casuals who just don't know any better.
Well, you've played more than one game, and you come across as a serious player, who cares about such things, so it stands to reason you would know more and care about the design of games.I have played competitive games at a high level (even professionally) and I think 5e is well designed. It isn't that I just don't know any better.
You're assuming - wrongly in this case, I think - that the game's entertainment revolves solely around your own character and what it's doing.
From here it sounds like @Jmarso was getting some fine entertainment out of watching the other PCs play out the fight and, by the sound of it, barely win. And as I've been in this position many a time myself, I can state with certainty that your assumption would be wrong in my case.
You're probably right in this, but IMO that feedback was taken a bit - nay, a lot - too much to heart.
This brings up a different-but-related issue. In older editions it was very possible for one PC in a combat to die due to bad luck while the rest sailed through relatively unscathed (e.g. pretty much any fight vs a Medusa). From what I can tell, in both 4e and 5e it seems much more the case that the PCs rise and fall as a unit; if one dies chances are good they're all close to death, meaning individual death is less common but TPKs aren't.
5e people with old-school experience: am I right on this, or not?