The-Magic-Sword
Small Ball Archmage
Everything you say here was iterated times and times again, and I can just say: in a game where everyone knows about this, using an optional rest rule solves all those problems.
In groups where people just don't play that way, 5e runs very smooth and is quite balanced.
I have DMed for both groups of people and find 5e better balanced than any edition before that (except for maybe 4e).
That said, I fully support changes to rest mechanics in 24 edition to get rid of those problems.
As those problems won't be noticed by the average beginner group, your estimation that 5e is successful despite its mechanics seems very flawed to me.
So, I tried a lot of things, and none of it worked very well, the meaning of back loading is that you don't notice the problems until you've already been playing for a while. So its not prohibitive to get new players, it would mainly manifest from invested players getting progressively more frustratedcafter a few years, and that is something I do see in 5e community spaces, I happen to know its the backstory for most of the membership of the pf2e subreddit, since we did polls and ots the most common refrain when 5e players ask the community why they switched.
In my games, it's really not up to the players to decide when they do and don't rest. It's up to me when I give the opportunities for short and long rests based on how I design the encounters. IMO one of the biggest mistakes DMs make with 5E is letting the players decide when they get to rest and not designing encounters according to how many how many encounters between rests.
I don't know your definition os "relatively accessible magic items", but I don't think we are playing the same gameTo me, magic items are not very accessible in the campaigns I run. Not until Tier 3 can the players normally impact what magic might be available to them, and then only as supporting items, not their main/major items.
Great post by the way. Not sure what you mean here at all about back loading or community pressures, but I do take this as a great example that no one system is for everyone. I gladly gave up 3.5/PF years ago and could only be brought back kicking and screaming. And PF2E holds exactly zero interest for me. But that's what is great about freedom, we all get to play the games that we enjoy.
Yes it was.
Not to put too fine a point on it, but any game can probably be interpreted as balanced if the players are comfortable with the idea of policing themselves or if the GM is satisfied excluding most of the material. For some GMs, their attitude is that they'd rather do that anyway, but for me it ends up being a massive drain on my energy as a GM. Every "additional thing" is another point of stress-- so coming up with reasons the players can't rest, working around or directly homebrewing boss encounters, designing new house rules to holdit togther, being stibgy with magic items, retraining my players expectations about wanting to use the cool stuff so they have "the right attitude^tm" was all too much.
When we did switch all of that just went away. I can focus more on doing fun things with the game, building on top of it, roleplaying, worldbuilding, i dont have to design scenarios to force them not to rest, they can have very free access to most magic items with some gm given onlys mixed in to spice it up. It just works, im thrilled.