D&D 5E Is 5E Special

Natural language is pleasurable to read, full stop. Hard to read books amake prepping hard, even if they technically contain good information. My experience with 4E was that it made just reading the books a chore, so it made playing the game unpleasant work. Hence I stopped playing, because nobody was paying me to work at it.
Whereas for me it is a headache, full stop. Obscure text that buries the relevant information in a mountain of pointless fluff is frustrating and makes the book significantly less useful.

I fully agree that 4e needed better presentation. It was much too dry. But 5e has gone too far in the other direction. It absolutely engages in obscurantism, frequently in wholly unnecessary ways. Particularly when it comes to DMing.

It'll consist of Wizards rooting around in 4e's bathwater looking for the baby they threw out.
That is certainly what I would like to believe, but I recognize that that may be my preference for 4e talking more than an objective analysis of what the designers are likely to do. Certainly they seem to be more positive about things 4e did than they were in the past (like monsters working by different rules compared to PCs.)

Really? The game is clearly designed with new players in mind, with some elements kept in because the grognards demanded it during the playtest.
Really really. The grognards were always the main focus. That's why they immediately abandoned any nontraditional idea that got even the tiniest bit of pushback (like the playtest Sorcerer and Warlock, which were both incredibly cool and flavorful but the grognards hated them.) That's why they killed the Warlord, despite it being by far one of the most popular classes in 4e and an obvious opportunity for an olive branch (and, y'know, actually implementing the "leader of men" archetype.) That's why several spells work in the weird ways they do, why there isn't any caster anywhere near as simple as the Champion and no non-casters anywhere near as complicated as the simplest caster (whichever you think that may be), even though we have plenty of modern video games and media with complex non-casters characters (e.g. Warriors in most MMOs) and extremely simple casters (e.g. Wizards in Harry Potter, Gandalf, charter mages in the Old Kingdom series, Mages in WoW and Red Mages in FFXIV, etc.) That's why every survey wasn't about effectiveness or enjoyability or the like, but about whether things felt like D&D, felt like Fighters or Wizards or whatever else.

Achieving mass appeal was always a secondary concern. That doesn't mean they didn't care at all. They surely hoped it would do well. But their primary concern was always bringing back the "lapsed" fans, who bounced off of or waged edition wars against 4e. That was always the point. You don't bill your game as a big tent edition if the primary concern is drawing in new fans. You do that (and harp on it super hard) if your goal is to bring back folks who have left.

And I will never, ever deny that 5e was amazing at doing that. Mocking 4e, cutting out many things it added, and doing little to nothing to support its playstyle? Yeah, that's by definition going to catch the interest of people who bounced off 4e and outright delight the vocal haters. Such moves will be completely irrelevant to new fans. Same with the public playtesting. Essentially no brand-new folks participated in that. It was for current and past fans, it had nothing to do with outreach or spreading the good word. It was always about getting lapsed fans hyped to buy the new game.

Ad least we agree on 2 things:
Getting old players as first goal and getting new players as secondary.
Sure. I just think it's patently obvious that, during playtest and at launch, the latter was "well sure we should try for that if we can," not "we absolutely must bring in as many new people as possible, that is only the tiniest bit less important than bringing back lapsed fans." I frankly find it bizarre to assert anything else: growing the hobby was never the plan. "Damage control" was the plan. It happened to coincide with a huge explosion of interest. Had they known what was coming, I guarantee they would have done several things differently, both with the DMG and with the PHB. Monster design probably still would have been the same (which I do not consider a good thing, to be clear) but the other two books would definitely have significant differences.

in another thread we are arguing the meaning of the word passive
a few weeks ago someone was arguingthe meaning of damage
Oh, there are a few posters here (occasionally including me, I have enough self-awareness to know that at least) who have both extremely idiosyncratic personal dictionaries and a dogged determination to assert that their definitions are the only ones and everyone else (including, y'know, actual dictionaries) is wrong. I have been trying to get better about refusing such semantic slap-fights. It is a struggle.

Natural language seems to be working just fine considering their effect on sales.
And here we see the circular argument yet again. Sales are good because of 5e's inherent qualities like natural language; every inherent quality of 5e must be good because it is selling well.

Both of these statements are already suspect on their own. But they get combined into an even worse whole so often you'd think it was religious doctrine at this point.

Yup, absolutely. On the flipside...

Good gravy, the analysis paralysis that dragged out everything in play with Powers...
So what you're saying is, people literally stop themselves from playing purely due to a lack of familiarity, and then complain that the rules themselves must be bad and wrong and badong.

Gotta love self-made problems getting reified into inherent flaws of a work. That's just the best.
 

log in or register to remove this ad

Whereas for me it is a headache, full stop. Obscure text that buries the relevant information in a mountain of pointless fluff is frustrating and makes the book significantly less useful.

I fully agree that 4e needed better presentation. It was much too dry. But 5e has gone too far in the other direction. It absolutely engages in obscurantism, frequently in wholly unnecessary ways. Particularly when it comes to DMing.
It will hit differently for different people. The Venn diagram of people who like natural language and who want to play D&D seems to be highly significant.
And I will never, ever deny that 5e was amazing at doing that. Mocking 4e, cutting out many things it added, and doing little to nothing to support its playstyle? Yeah, that's by definition going to catch the interest of people who bounced off 4e and outright delight the vocal haters. Such moves will be completely irrelevant to new fans. Same with the public playtesting. Essentially no brand-new folks participated in that. It was for current and past fans, it had nothing to do with outreach or spreading the good word. It was always about getting lapsed fans hyped to buy the new game.
The core assumption is that cranky old players and fresh new players stay want different things. WotC bet was that...they don't. Some things don't change much.
And here we see the circular argument yet again. Sales are good because of 5e's inherent qualities like natural language; every inherent quality of 5e must be good because it is selling well.

Both of these statements are already suspect on their own. But they get combined into an even worse whole so often you'd think it was religious doctrine at this point.
People enjoy natural language approaches, and combined with the evidence this seems to be a common opinion.
So what you're saying is, people literally stop themselves from playing purely due to a lack of familiarity, and then complain that the rules themselves must be bad and wrong and badong.

Gotta love self-made problems getting reified into inherent flaws of a work. That's just the best.
I don't think that 4E is bad or "wrong," but it was unfun and tedious for me and literally everyone I know who tried it. That doesnmean that it infinite for people who like that sort of thing. WotC own analysis was that the core 4E design team made a game aimed very squarely at their own tastes...and that their tastes turned out to be esoteric in the broader market. So for 5E, they went out of their way to find out what a broader number of people enjoyed, and well, frankly they succeeded.
 

Which was also designed with new players in mind.

I agree.

Yeah absolutely. It’s a preference thing though. A lot of people don’t really experience an uptick in their own creativity when actions are not prescribed, they just instead view the default action as the only action the game supports. Which is why we see so many “everyone just moves into position and then spams ‘I swing my sword again’ until someone dies” complaints.

Many people see a bunch of distinct special actions in a writeup and as a direct result do not improvise actions.

People also are more willing to improvise and get creative when a round moves faster.
Clearly the way to go is a book that says "Dungeons & Dragons" on the cover but contains no actual rules then.
 


Whereas for me it is a headache, full stop. Obscure text that buries the relevant information in a mountain of pointless fluff is frustrating and makes the book significantly less useful.

I fully agree that 4e needed better presentation. It was much too dry. But 5e has gone too far in the other direction. It absolutely engages in obscurantism, frequently in wholly unnecessary ways. Particularly when it comes to DMing.


That is certainly what I would like to believe, but I recognize that that may be my preference for 4e talking more than an objective analysis of what the designers are likely to do. Certainly they seem to be more positive about things 4e did than they were in the past (like monsters working by different rules compared to PCs.)


Really really. The grognards were always the main focus. That's why they immediately abandoned any nontraditional idea that got even the tiniest bit of pushback (like the playtest Sorcerer and Warlock, which were both incredibly cool and flavorful but the grognards hated them.) That's why they killed the Warlord, despite it being by far one of the most popular classes in 4e and an obvious opportunity for an olive branch (and, y'know, actually implementing the "leader of men" archetype.) That's why several spells work in the weird ways they do, why there isn't any caster anywhere near as simple as the Champion and no non-casters anywhere near as complicated as the simplest caster (whichever you think that may be), even though we have plenty of modern video games and media with complex non-casters characters (e.g. Warriors in most MMOs) and extremely simple casters (e.g. Wizards in Harry Potter, Gandalf, charter mages in the Old Kingdom series, Mages in WoW and Red Mages in FFXIV, etc.) That's why every survey wasn't about effectiveness or enjoyability or the like, but about whether things felt like D&D, felt like Fighters or Wizards or whatever else.

Achieving mass appeal was always a secondary concern. That doesn't mean they didn't care at all. They surely hoped it would do well. But their primary concern was always bringing back the "lapsed" fans, who bounced off of or waged edition wars against 4e. That was always the point. You don't bill your game as a big tent edition if the primary concern is drawing in new fans. You do that (and harp on it super hard) if your goal is to bring back folks who have left.

And I will never, ever deny that 5e was amazing at doing that. Mocking 4e, cutting out many things it added, and doing little to nothing to support its playstyle? Yeah, that's by definition going to catch the interest of people who bounced off 4e and outright delight the vocal haters. Such moves will be completely irrelevant to new fans. Same with the public playtesting. Essentially no brand-new folks participated in that. It was for current and past fans, it had nothing to do with outreach or spreading the good word. It was always about getting lapsed fans hyped to buy the new game.


Sure. I just think it's patently obvious that, during playtest and at launch, the latter was "well sure we should try for that if we can," not "we absolutely must bring in as many new people as possible, that is only the tiniest bit less important than bringing back lapsed fans." I frankly find it bizarre to assert anything else: growing the hobby was never the plan. "Damage control" was the plan. It happened to coincide with a huge explosion of interest. Had they known what was coming, I guarantee they would have done several things differently, both with the DMG and with the PHB. Monster design probably still would have been the same (which I do not consider a good thing, to be clear) but the other two books would definitely have significant differences.


Oh, there are a few posters here (occasionally including me, I have enough self-awareness to know that at least) who have both extremely idiosyncratic personal dictionaries and a dogged determination to assert that their definitions are the only ones and everyone else (including, y'know, actual dictionaries) is wrong. I have been trying to get better about refusing such semantic slap-fights. It is a struggle.


And here we see the circular argument yet again. Sales are good because of 5e's inherent qualities like natural language; every inherent quality of 5e must be good because it is selling well.

Both of these statements are already suspect on their own. But they get combined into an even worse whole so often you'd think it was religious doctrine at this point.


So what you're saying is, people literally stop themselves from playing purely due to a lack of familiarity, and then complain that the rules themselves must be bad and wrong and badong.

Gotta love self-made problems getting reified into inherent flaws of a work. That's just the best.
I don’t actually know who the market was for 5e. A lot seems to be very at odds with my group’s zeitgeist in a lot of ways—-we are in our 40s.

Is the assertion that if it was more non traditional like 4e or that it would have been better? “Special.”

We have a lot of people saying that 4e had a lot more “right” and that the stunning success of 5e was an artifact of the old players or inexperienced players not seeing the flaws or seeing it too late or just familiarity. Familiarity?

First, the player base is not old, generally—so not sure what catering to old players really meant for overall sales. There were a lot of new players learning the game for the first time. They were not familiar with squat in a lot of cases.

Secondly, 4e did not do well. So why would we believe leaning into that would have done more? I assume “special” suggests wide appeal. Leaning more into a poorly received version would have done more?

What I absolutely hold as truth is we are all entitled to like what we like and say so boldly!

But in terms of logic…I am more convinced than I was when the thread started that 5e is something “special.”

We he more I hear people going out of their way to prove otherwise suggest to me…that people are going out of their way to prove otherwise.

It’s either that or the “special conditions” of the world—external factors. But when I really think about it…a lot of those conditions have been in flux over time but the game keeps on going.

I am more convinced this has been a special edition. It’s a fluke, the flaws were too well disguised (for the better part of a decade!) and other contributors just seem hard to believe.

For me the idea that people simply like it is much more parsimonious and believable. Now are all these people just fooling themselves? Just don’t know what they want and don’t know any better? That’s all too hard for me to believe:

A slow release? A play test? Critical role? I do not doubt they help but cannot believe they account for so much of the variance over time. They have not been constant like the games growth. They have not all been present since the start.

I now say the game is special. Final answer.
 
Last edited:





The spreadsheets that help them test nrw options with strict mathematical rigor are
Then I refer the right honourable gentlemen to the response I gave a couple of hours ago....

Then you need to trust them who were willing to do their research.
Giving clicks to someone like that is not "research".

No clue what you mean by this, because Quadratic Wizards literally do not exist in 5e. As a reminder, the term "Quadratic Wizards" refers to the phenomenon of wizards getting more spell slots and those spells automatically upcasting. So when a wizard can cast Magic Missile three times as often, and the spell also starts doing double damage, now the wizard is doing six times as much damage and the martials can't keep up.
5e Wizards get more spell slots, and much more powerful spells to put in those spell slots, and better numbers when using those spells (DCs and attack bonuses go up in a way that they did not even in 3e). That is plenty to be quadratic (3e wizards probably should have be called cubic or above).

Probably not clear enough: 3.x players have more crunch in mind. Turns that are broken apart in actions, full round actions etc.
One player, who still plays a bit of 3.x struggles with the more relaxed turn structure of 5e.
Apart from the lack of full-round actions, and attacks of opportunity being merged with immediate actions, the action economy of 5e is exactly the same as 3.5 but with much more confusing terminology. EDIT: Oh, and apart from splitting "manipulate and object" out from move actions.

provable false PHB3 is pre essentials and introduced classes without the same structure (psionic)
Even before PHB3, class-feature powers were different from class to class meaning that even the nominally AEDU classes different in practice.
 

Remove ads

Top