D&D 5E Is 5E Special

That's my point.
1st is a good place to start but it's not the only one. 5e officially is designed to rush through level 1 and 2.

5e is fortunate that the strongest part of its system (Tier 2) is currently the part of the game the pluarlity of 5e fans finds fun and the weakest parts (Tier 3 & 4) are the parts most 5e fans never get too due to burnout.

Replace "fortunate" with "designed" and "burnout" with "havibg the desire to play other new and fun characters".

The same was true in any edition I played and I played from 2e and didn't leave one out.
4e was a slight exception: we did not reach paragon tier once, because we indeed burnt out well before level 10.
 

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Those are all good points, Minigiant. I think my level 16 game has been fine, but I can't deny we've experienced some of those issues, especially the second. Maybe I'm giving 5e too much credit for good high-level play because my main point of comparison is 4e with its preposterous 30 (!) levels. As much as I liked 4e, I thought it went down sharply in quality after the first few levels, and I literally never saw a single game above about level 12, which isn't even halfway to the max. 5e is better than that, at least.

What system did or does high-level play the best? People seem to like BECMI but I have no experience with it at those levels.
1e and 4e did high levels well with a few very easy adjustments.

1e because there was clear ideas what character were supposed to be able to do.
4e did high levels well. The only problems was the original math being a smidge off and there being too many powers. Ban all the debuff powers from non-controller classes and buff powers from non-leaders and paragon and epic tier 4e is smooth.

The issue with high level 5e is that 5e is so simple that fixing major requires rebuilds. There aren't enough levers to turn so you have to add them.
Replace "fortunate" with "designed" and "burnout" with "havibg the desire to play other new and fun characters".

The same was true in any edition I played and I played from 2e and didn't leave one out.
4e was a slight exception: we did not reach paragon tier once, because we indeed burnt out well before level 10.
That's because this is where most of the testing went.

The stuff people tested most was the stuff that was designed well which was the stuff that got streamed which was the the stuff new players wanted to experience.

It's almost a direct line.
 

I’ve seen the polar opposite. I can’t even fathom what would cause a dm to be restrictive about 5e skills. How would you even be restrictive?
It is difficult to answer the question without making a comparison, to demonstrate what I consider to be broad latitude and depth to skills. So, with that said, my experience with a well-done "skills are broad and powerful" thing has come from 4e. In 4e, Religion can be used to do things like improvise a prayer that will help a spirit find rest, communicate with presences that normally cannot be directly observed, or ritually purify someone so they can enter an area of dark powers without becoming tainted (all of these being examples from games I have played.) Arcana isn't just knowledge about magical things--it can be used to change the parameters of an existing enchantment, temporarily suspend or even rewrite the wards that would normally set off an alarm if you pass through a door, leave a secret magical message that can only be found by a designated recipient, or jury-rig an artificer's abandoned experiment so it will work...for now, anyway. (Most of these are, likewise, things that have actually happened in a game I was playing.)

I have never seen a 5e DM willing to allow anything like that. Religion is exclusively for determining whether you know information about a belief system (often cults, but general religious-knowledge stuff too) or the beings revered by such systems (deities, angels, etc.) Arcana is exclusively for whether you can identify an item or a spell or the like. And, from what I can tell, that's pretty much what the game itself says those skills do.

Jump to overhead attack a dragon. One DM says DC 15, Another DC 20. Another DC 25.
Yeah, this is the other side of it. Any actually interesting or powerful applications of skills, if they are permitted at all, are given insanely high DCs (and, almost as often, disadvantage), so you're essentially guaranteed to fail unless you're hyper-invested and have someone buffing you.

That is precisely what makes it so workable in practice. The DMG suggests only using e numbers, and the variability within that 10 point range from table to table, or even ruling to ruling, is the game working as designed.
See above. I find this "working as designed" cashes out as "skills can't really do very much, and if you try, DMs will just ensure that you fail by always giving stupidly high DCs."

Sorry if I'm being slow, but I don't get what you mean. No skill is unique to any class. Arcana isn't just for wizards, and even Stealth and Thieves' Tools aren't just for rogues. So what's different about fighters?
Rogues get Expertise (not unique, but only two classes get it by default), Reliable Talent, Stroke of Luck, and various subclass-specific benefits (e.g. Inquisitive, Mastermind, Phantom, Soulknife, and to a lesser extent Assassin and Thief.) Wizards get spells and cantrips, tons of them. Druids have friggin' Wild Shape. Etc.

Barbarians get nada by themselves, so certain subclasses (looking at you, Berserker) are screwed in that regard, but most of the time subclass makes up for that gap. Fighters, though? Diddly-squat. BMs getting artisan tool proficiency is the best you'll get (and don't even get me started on the bad joke that is "Remarkable Athlete.")

And by the way, what fighters get for skills is great!
Irrelevant, because you can get whatever two skills you want from Background, and no class has such an awful class skill list that the two you get from it are necessarily always bad. Any character can contribute to skills, and that has nothing to do with being the class they are. Being a Fighter has no meaningful impact on using skills. Being a Bard has meaningful impact on using skills. Being any full-caster does. But not a Fighter. Fighter is locked out of anything but skills, and skills (as noted) are back mostly in their 3.5e rendition where Religion is exclusively about recalling facts, and not about doing impressive and influential things that involve the magic of faith and devotion.

Those are all good points, Minigiant. I think my level 16 game has been fine, but I can't deny we've experienced some of those issues, especially the second. Maybe I'm giving 5e too much credit for good high-level play because my main point of comparison is 4e with its preposterous 30 (!) levels. As much as I liked 4e, I thought it went down sharply in quality after the first few levels, and I literally never saw a single game above about level 12, which isn't even halfway to the max. 5e is better than that, at least.

What system did or does high-level play the best? People seem to like BECMI but I have no experience with it at those levels.
My experience, albeit not nearly extensive as I would like, is exactly the opposite. 4e was perfectly functional across a large range of levels, and in fact got really really good in early Paragon, when you had enough features to do lots of cool things, but hadn't yet gotten into the higher complications of Epic teir.
 

That's because this is where most of the testing went.

The stuff people tested most was the stuff that was designed well which was the stuff that got streamed which was the the stuff new players wanted to experience.

It's almost a direct line.

So it is not "fortunate" like you suggested, but "designed" as I did. Good that we are in agreement here.

As I said, for 4e, I can't really say how high level was, as noone wanted to play up to that level.
 

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?
5e resulted from experienced RPG designers with tremendous testing resources consciously creating a streamlined system with ample room for creative expression. Their success can be understood not just by the count of favourable reviews (it's the most favourably rated RPG ever, I think) but read those reviews and see what folk say they love about the game.

It's not designed to push the envelope or deliver to valid RPG niches such as simulation, story, old-school etc. But the core books are extremely well designed. The system contains many surprisingly rich details while also being easy to pick up and play. Additionally, it has built into it the framework for expansion, by which I mean it is designed for designability.

In London Design Institute survey of around 30,000 new products, the single most powerful factor driving success is simply meeting the needs of your audience. 5e meets the needs of a wide audience of RPGers. None of that makes it the best game, although I would say it is best at what it does by the measures of audience uptake and testimony. I think a game designer can look at 5e and see that as a commercial game, it is well constructed. A less well designed game would not have succeeded to the extent 5e has.
 

So it is not "fortunate" like you suggested, but "designed" as I did. Good that we are in agreement here.

As I said, for 4e, I can't really say how high level was, as noone wanted to play up to that level.
My point is that it wasn't purposeful design. It's just sorta just what happened and 5e lucked out that the situation around RPGs and Tech was what it was when it was released.

It's like winning the championship when the top team had a major injury, your rookie happens to be a stud, and the next best team plays into your strengths.
 

I think that a tremendous amount of 5e’s success can be attributed to the advent of live streaming games. If it had come out just 5 years earlier, I don’t think it would have had nearly the success it has now. But, 5e was also much more streamable than previous editions. I don’t think Critical Role could have happened with 3e or 4e, even if they had come out when 5e did. 5e is undoubtedly the most accessible edition WotC has published, and that’s a big part of what has allowed it to take advantage of being in the right place at the right time better than I think other editions would have done.
I very much agree. Visibility and accessibility are two of the most important "problems" for a commercial game designer to solve. The design of 5e solved accessibility, and that fed into increased visibility.
 

My point is that it wasn't purposeful design. It's just sorta just what happened and 5e lucked out that the situation around RPGs and Tech was what it was when it was released.

It's like winning the championship when the top team had a major injury, your rookie happens to be a stud, and the next best team plays into your strengths.

But it was purposeful design, as you admitted.
Surveys told them that those are the levels that mattered most so they designed around them.

Top teams are top teams because they seem to be the best prepared and make the optinal use of their ressources.

People have said, 4e had needed 1 more year to become a great game, and I agree.
Mabye if 4e had also focussed on the important bits first, they had more success. Instead they focussed on the wrong bits.

Edit: now we are derailing into an edition warlike territory. I liked 4e while it lasted, so lets stop here. Lets just agree that I disagree with your assessment that the 5e design was based on luck and not on an extensive playtest.
 


But it was purposeful design, as you admitted.
Surveys told them that those are the levels that mattered most so they designed around them.

Top teams are top teams because they seem to be the best prepared and make the optinal use of their ressources.

People have said, 4e had needed 1 more year to become a great game, and I agree.
Mabye if 4e had also focussed on the important bits first, they had more success. Instead they focussed on the wrong bits.
I disagree. The survey had them keep restarting design over and over and over so they never got to fully test Tier 3 and Tier 4 because they keep changing Tier 1 & 2.

There were still major revisions in the mechanics of Tier 1 & 2 back in late 2013 and those playtest versions don't look like the eventually published game.
 

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