D&D 5E Is 5E Special

I think Gygax said you don’t really need rules (it’s the big lie!) I will respectfully disagree there but agree with the sentiment.

I think rules have a purpose but many things that grate on some are not things I tend to focus on. If it’s balance—I am not worried about it if I am having fun. Or whatever. Going back to 1e.

The rub for me is usually more general—-is it hard to run? Too much hassle?

Is it restrictive to rhe point of few options?
Gary did say that, yes, though I personally disagree even with the sentiment. It is clear from the way people behave that we do, in fact, need rules. Some (as demonstrated by conversations about some...disruptive player behaviors in one of the "no-death" threads) need rules because without rules they not only can but will ride roughshod over campaign premise, decorum, respect, and the internal logic of the world. Others need them because they wish to actually make use of them. I'm sure there are other reasons as well. Point being, rules ended up being a lot more important to the game overall than Gygax believed--because if he were right even just in spirit, there would have been no interest in 5e.

And, yes, gamers come to the table with different values and interests. My major issue nowadays is that people act as though balance makes ease-of-use and variety impossible, that they are literal antitheses and never the twain shall meet. That is a pernicious and infuriating bit of received wisdom with no grounding beyond anecdote and lack of familiarity, but it is held up as gospel and used to browbeat anyone trying to actually have a productive conversation about making games that can have both.

You can have a rich, mechanically diverse, flexible game that is also transparent in its design and quite well-balanced. 13th Age is exactly that sort of thing.

That is where I have a problem or avoid a system. 3.5 and 4e were not my total favorites but if I was playing with a group that got into character and had good game ethics, bet I could have fun.
Indeed. As I am fond of saying, "you can have fun with it, or worse, "it's playable," are not standards of quality, but rather the absolute rock bottom conditions a game must meet to be worthy of being called "a game." A thing which claims to be "a game" but which is literally impossible to enjoy and which literally cannot be played even in principle is a dangerous weapon of psychological warfare, not a game.

One thing I don’t like about the modern age in gaming is how things can be broken down by the hive mind via the internet. It used to take ages to “solve” boardgames or see weaknesses in rpgs due the small samples. Not so anymore.
Personally, I see this as a good thing, in that it puts selective pressure onto designers to actually design their games. It forces designers to say, "we can't just toss out some random whatever and trust that it will hold." People can, and will, find dominant strategies and degenerate outcomes. If you leave perverse incentives in your game, people in general will follow where those incentives lead. That's the main reason why you have so many DMs upset about "whack-a-mole" healing, for example: that is a perverse incentive encoded into the rules.

This means design must, in fact, actually improve. We cannot rest on our laurels. We must learn from both good design in other games and media, and poor design from all sources (including D&D itself.) Playtesting can no longer just be a marketing gimmick to ensure exposure of your game. You can't just handwave the math anymore. Having an actual stats person (and, ideally, also a survey person) on the team for a big-budget game like D&D is, I hope, going to change from a luxury to a necessity, as the mathematical structure and survey data collection become vital to successful work.
 

log in or register to remove this ad

Under normal rules, if players aren't deliberately hobbling themselves and don't have a forceful time pressure, they end up resting according to resource drain meaning the casters had an incentive to play pretty aggressively, but if the time pressure is on, they generally won't even want to stop for an hour and the short rest classes feel even worse. Plus, around a table of friends, there's a general sense that if someone wants to rest, the other party members aren't going to fight them about it arbitrarily. We did push, but the 6-8 encounter mark is rough, and we observed that it did take that much.
I mean, if you let people cheese without consequence, I guess it wouldn't be challenging. Go figure.
 

As to the other part: with the current slate of classes and subclasses there is something like 1.5 million possible combinations for a 5 pc party. Do you really think a game designer can write adventures balanced for that?
If all the classes and subclasses were close (they don't have to be exact) in power and options they could
or
if the variance in power/options was spelled out more clearly and class role more defined they could.
 

If all the classes and subclasses were close (they don't have to be exact) in power and options they could
or
if the variance in power/options was spelled out more clearly and class role more defined they could.
WotC has internal tools that theybuse for private playtesting that let them verify that all published options are mathematically within bounds. Years of experience suggest they work.
 

WotC has internal tools that theybuse for private playtesting that let them verify that all published options are mathematically within bounds. Years of experience suggest they work.
If that process worked so well, why does every book come with cries of imbalance or TPK encounters or other things every GM is required to adjudicate and/or fix?
 

WotC has internal tools that theybuse for private playtesting that let them verify that all published options are mathematically within bounds. Years of experience suggest they work.
please show your work on this. Please show us where this balance is.

I have said it before and will say it again, design an adventure (I normally say dungeon) with the expectations outlined in the DMG for level 6 PCs... then have 5 people each make 2 characters, and send them through twice.

1st group is a human fighter an elven ranger, a dwarf rogue, a half elf monk, and a half orc barbarian... BUT limit them to PHB subclasses.
2nd group is a Artificer (armor), wizard (bladesinger), Warlock (hexblade/blade pact) Cleric (twilight), and a Rouge 3 (arcane trick) Wizard 3 (Diviner)

you will find the 1st group has more HP, and slightly higher damage over the dungeon/adventure... you will find the second group gives up a few hp (but has 2 healers) and a bit of damage but makes up for it with spells spells spells...

with a slight bit of bad luck group 1 may not even make it through with no healer...
 

I mean, if you let people cheese without consequence, I guess it wouldn't be challenging. Go figure.
I'm sorry... how is acting like any sane person would 'cheese'

"I 3 law rocket launchers, and 3 clips for my machine gun, body armor that will protect me but will break down, and a small darranger with infinite ammo... my buddy is super tough and has a axe and he knows how to use it... if I fire my rockets and use my machine gun clips I can get more by taking an 8 hour break... so YES we are going to break if we can... why wouldn't we?"

it gets even more crazy with healing magic... "I can revivify 2/day or cast a healing spell that heals 3d4+9 as a bonus action or a combo of 1 and 1... but those 2 uses are gone..." in the real world I am pretty sure when you ran out of 'get back up from dead's you would be resting.
 

One of the worst things about 4E was that it had very clearly defined roles ... basically repeat the paragraph above.
Though the frustrating thing about this is that nearly every critic took "clearly defined" as meaning "absolute ironclad straightjacket, you will never do anything else, don't even think about it," which is patently untrue. All or nearly all classes had at least one baked-in secondary role, and a little bit of elbow grease could usually blend some other role into a character until they were cromulent at both their "innate" role and their adopted one. Fighter, for example, could quite easily get into Striker levels of damage, or could specialize in polearms and become a surprisingly effective local-area Controller. Paladin could straight up become a full Leader in addition to being a Defender. Etc. Point being, roles were never rigid, but boy howdy would people doggedly insist that they were.

I don't remember what Primal, Shadow, or Psionics shook out with, especially since Shadow was kind of broken, and Psionics ended up with Monk, which was initially meant to be be the 'ki' power source, plus they came out so late the design focus may have shifted away from the earlier patterns.
Primal had an innate Defender bias, with high Constitution and defenses across most of its classes (Barbarian, Druid, even Shaman due to the surprising tankiness of its spirit companion), with the Warden being the ultra-survivable Defender. Actual PP classes (so, Psionic but not Monk) had no inherent bias AIUI, but instead were almost totally dependent on power selection, being able to flex really well into almost any secondary role.

Shadow only ever had two proper classes (Assassin and Vampire), and some subclasses for other existing ones (Nethermancy and Necromancy for Wizard, Blackguard for Paladin.) Overall, it seems to have a bias toward either Controller or Striker, but it doesn't seem to have been a strong thing. This is, in all likelihood, a result of most of these things (that is, everything but the original Assassin) being designed in a post-Essentials context, where choice and variety were discouraged in favor of much more fixed archetypes.

Well strikers had a bonus damage ability and Defenders had a mark of some type.

I think WOTC just can't communicate the hows and the whys of the game in an effective manner. That's why I advocate that they shouldn't bother trying and instead make the text as vague and obtuse as possible so people will subscribe their own interpretations.

That's what they did for 5E and look how well that turned out!
Ugh. I hate the intentional obfuscation. I just think WotC has chronic foot-in-mouth disease when it comes to talking openly with people. They're mired in a culture of obscurantism. It could be addressed. I just don't know if they actually have the wherewithal to do it properly.

5e makes it easy to play what you want, you start off doing cool stuff, and even sub-optimal characters still contribute.
I should like to challenge all of these statements.

If your only experience of RPGs is "3.5e/PF or earlier versions of AD&D," then sure, in that context 5e makes it easy to do many archetypes, they get their core stuff sooner rather than later, and sub-optimal isn't punishing. Compared to 4e, 13A, Dungeon World, or a variety of other modern design games, it's often infuriating to try to assemble any archetype that isn't officially supported (look at the Frankenstein's monster you must assemble if you want to even loosely mimic a Warlord, to say nothing of something like a Spellslinger, Engineer/Machinist, Summoner, Shaman, etc.), and the "contributions" of sub-optimal characters are literally "things absolutely anyone could have done, so you still bring nothing personally to the table."

5e is a great game compared to its primary thematic and mechanical inspirations (3e and to a lesser extent 2e), making significant strides in game design compared to them. That's a very narrow slice of all gaming, and outside of that narrow context it is...less impressive, shall we say.

Yes, 5E sort of stumbled on to the ideal design for streaming at the right time. Their goal was to lean hard into what made TTRPGS different from video games, which turned out to work great on the air.

For proof, I would direct anyone to watch Critical Role's Pathfinder special from 2016 or so. It was painful how much the rules, which Mercer had 15 years of experience DMing, got in the way compared to their 5E game.
Though it's also worth noting that many streaming games eventually found 5e to have previously unforeseen issues. The Adventure Zone, for example, has repeatedly employed other systems (Monster of the Week, which is a PbtA game, and The Quiet Year, which is a supplemental/"map-making" game) due to dissatisfaction with certain aspects of 5e.

IOW, there is a spectrum here, and while 5e is certainly way closer to the "convenience in use" end of that spectrum than PF1e, it is nowhere near the maximum of that spectrum.

I mean, if you let people cheese without consequence, I guess it wouldn't be challenging. Go figure.
I have yet to see a single person actually articulate how to do this beyond a magical-sounding ability to provide extreme, nigh-on overwhelming time pressure at the level of a day (so 8-24 hours) but no meaningful pressure at all at the level of part-time work (so 1-7 hours.)

Because somehow taking 8 hours to rest is an utterly unacceptable option unless the party would die otherwise, but taking 3 hours (divided) for some short rests is absolutely fine, no concerns whatsoever. The logic of this is never explained beyond "well I've done it" and I frankly just don't believe it works nearly as well as people claim it does.

Edit: That is to say, I believe this can be done in short bursts, a single quick adventure or maybe once in a while on a more involved journey. Doing this all the time, pretty much every session, consistently, across an entire campaign? I don't buy it. But that's what you need to do to deal with this problem. Otherwise it's "5MWDs whenever the DM lets us and something approximating balance when she doesn't."
 


at level 11 the fighter gets more hp and an extra attack (so 3... the most in the game)

full casters get 6th level spells (remember a wizard can know 2 of those, and clerics just know all of them and they can prep them) I am going with a warlock though... it is the smallest list of spells to choose from and it locks it in so he can't prep another tomorrow...

he can, open a magic gate for everyone, or create a circle of death, or conjur a fey, or creat powwerful undead servents, turn someone to stone, or get teh element invest spells that all give a bunch of small bonuses I am not listing, or mass suggestion, or soul cage... you know what I am not even listing all the warlock options...

and a hexblad blade pact warlock has a similar ac average 13 less hp and 1 less melee attack... oh and still has 5th level spell slots
 

Remove ads

Top