D&D 5E Is 5E Special

As for 5e being special, I'll first say that 5E would not exist if not for 4e, not because of what 4e got 'wrong' but because of how much it got right. The stroke of genius with 5e was to lighten the core enough for casual players busy with life to come in and enjoy the game for 2-4 hours a couple of times a month, while still having enough depth to keep it interesting if you're playing every week for years (which of course has also helped allow streams like CR to take advantage of the ruleset and make the game even more popular).
This wasn't my experience at all. The game suddenly dove into slog combats that lasted forever and a day. We hardly go to explore anything else, which is why I think a lot of folks thought of 4E as purely a combat sim. I know that it isnt, but too much time sink into the tactical portions of the game gives the impression. Also, CR skipped 4E for pathfinder, but eventually went to 5E. I dont see the influence there; but maybe im missing something?

They were definitely right to scale back some of the tactics and add bounded accuracy for 5E. Also, going back to rulings over rules is a great way for GMs to take the reins back on timing and pace of game. It's also is bad for those that want consistency and dislike improv, but you cant please everybody. Though, you can ok everybody which is evident with 5E.
 

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Ehh. I don't personally share any of these opinions. I find 5e stifling and incredibly slow to add new options/possibilities, it has tons of grandfathered-in complexity that existing fans don't notice because it's too familiar, and it "stays balanced" only because it wasn't really balanced to begin with (see: the Ghoul Surprise.)
Honestly, 5e can't really even handle its RAW Magic Item rules, Feats, Multiclassing, or Caster Classes without major imbalance. I was struggling with the magic item pain point from my first game to my last one, and could never really fix it.
 

Ehh. I don't personally share any of these opinions. I find 5e stifling and incredibly slow to add new options/possibilities, it has tons of grandfathered-in complexity that existing fans don't notice because it's too familiar, and it "stays balanced" only because it wasn't really balanced to begin with (see: the Ghoul Surprise.)
You can make thousands of unique PCs with the PHB. With much less complexity than 3-4e.

As for balance, nah, it’s balanced, it just isn’t balanced along a paradigm you’d prefer. The occasional widget that punches above its weight class isn’t going to break the game, because the game is balanced by having a simple and robust core system that everything works from.

Regardless of any given person’s preferences, it’s a game that is easy to learn, fairly hard to break, and has enough versatility that mastering it takes time and experience. Add to that the OC-Builder dynamic, and it’s a recipe for a broadly appealing game.
 

I think its both. The system is very causal friendly and is inoffensive to folks who prefer past editions. A lot of people don't love it, but nobody seems to outright hate it. Combine that with all the media stuff going on and it was a recipe for success.

To compare it to past editions, I think the others were too specific and crunchy for the experience they wanted to provide. Good for the hardcore and initiated, but bad for the causal and new comer. That doesn't mean 5E is the best game, but it is the best for the average gamer.
That assumes that all past edition wanted to provide the same experience that 5e does. I'm...not sure that's true.
 

You can make thousands of unique PCs with the PHB. With much less complexity than 3-4e.

As for balance, nah, it’s balanced, it just isn’t balanced along a paradigm you’d prefer. The occasional widget that punches above its weight class isn’t going to break the game, because the game is balanced by having a simple and robust core system that everything works from.

Regardless of any given person’s preferences, it’s a game that is easy to learn, fairly hard to break, and has enough versatility that mastering it takes time and experience. Add to that the OC-Builder dynamic, and it’s a recipe for a broadly appealing game.
To not break it you have some options. Talk to your friends and say this combo is a bit much. Would prefer you don’t optimize it or tweak it a little. Done.

It is robust unless you WANT to wreak havoc and even then it’s not all that.

Anyone can get hosed by goblins with bounded accuracy.
 



This is a question about the popularity of D&D right now, more than being a question about any specific element of 5E.

It boils down to this: if it wasn't 5E (pick a different edition, it doesn't matter) but all the other circumstances were the same -- a new edition in 2014, references in the media, Critical Role and streaming in general, etc... -- would D&D still be having a major pop-cultural moment?

In other words: is there something special about 5E that created this moment, or does it "just happen to be" that 5E is the current edition?
That is a great question.

I get the feeling 5e is part of the equation. I mean the art, graphic layout, generic vague feel, and simplified ruleset (especially getting rid of modifiers). I think it all comes into play.
 


Honestly, 5e can't really even handle its RAW Magic Item rules, Feats, Multiclassing, or Caster Classes without major imbalance. I was struggling with the magic item pain point from my first game to my last one, and could never really fix it.
I've run games up to 20th and never had an issue. It could have been clearer but the rules for encounters in the DMG seem to be based on 4 PCs, no magic, no feats, novice players.

Not sure what you mean by "magic item pain point" but advice (some actually worthwhile) is a forum post away.
 

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