overgeeked
Open-World Sandbox
For me, the problem I have with 5E is that it killed a style of play I really enjoy. The risk and reward of resource management. Sure, I can house rule back in the dozens of rules necessary for resource management to be an actual thing again...and believe me, I’ve tried. But it’s easier to just play a game with that built in. Especially earlier editions of D&D.
What I mean is: in 5E, one fight, in isolation, is a meaningless waste of time that only determines how many consumable items the party uses to recover, possible exhaustion, or the death of characters. Further, a full fight is a waste of time unless there will be another one before a long rest. And then, that second fight is also only about expended consumable items, possible exhaustion, and character death...it just increases the chances of consumable item use, possible exhaustion, and death. Because there are literally zero day two mechanical consequences of those fights...except consumable item use, possible exhaustion, and death. But, wildly, character death is practically a non-issue. 5E is dirty with healing, RAW CR fights are cakewalks, and monsters are laughably undertuned compared to PCs.
I get that other 5E DMs disagree about character death. That’s your experience, not mine. I can’t speak to your experiences; you can’t speak to mine. That you might have had plenty of character deaths doesn’t change that I haven’t.
Every edition has the possibility of narrative consequences. That’s not unique to 5E. But, importantly, that’s entirely dependent on the table. If your players will risk anything to X, then X is a great motivator. If your players won’t risk anything for anything…then you got nothing...except day two mechanical consequences. Which there are exactly three of in 5E. Consumable item use, exhaustion, and death.
To be clear, when I say “day two consequences,” I’m talking about mechanical consequences that last through a long rest.
5E is designed so the PCs just win. There’s practically zero risk. Rewards are automatic. To me, the risk and reward aspect is the fun part. Without that, there’s no point in playing. It’s no longer a game at that point.
What I mean is: in 5E, one fight, in isolation, is a meaningless waste of time that only determines how many consumable items the party uses to recover, possible exhaustion, or the death of characters. Further, a full fight is a waste of time unless there will be another one before a long rest. And then, that second fight is also only about expended consumable items, possible exhaustion, and character death...it just increases the chances of consumable item use, possible exhaustion, and death. Because there are literally zero day two mechanical consequences of those fights...except consumable item use, possible exhaustion, and death. But, wildly, character death is practically a non-issue. 5E is dirty with healing, RAW CR fights are cakewalks, and monsters are laughably undertuned compared to PCs.
I get that other 5E DMs disagree about character death. That’s your experience, not mine. I can’t speak to your experiences; you can’t speak to mine. That you might have had plenty of character deaths doesn’t change that I haven’t.
Every edition has the possibility of narrative consequences. That’s not unique to 5E. But, importantly, that’s entirely dependent on the table. If your players will risk anything to X, then X is a great motivator. If your players won’t risk anything for anything…then you got nothing...except day two mechanical consequences. Which there are exactly three of in 5E. Consumable item use, exhaustion, and death.
To be clear, when I say “day two consequences,” I’m talking about mechanical consequences that last through a long rest.
5E is designed so the PCs just win. There’s practically zero risk. Rewards are automatic. To me, the risk and reward aspect is the fun part. Without that, there’s no point in playing. It’s no longer a game at that point.