I'm missing the connection between the twobeen playing with Bonus action potions and bonus 1st level feats for years now, and most PCs after every fight look like we just went on 12 rounds with Mike Tyson.

I'm missing the connection between the twobeen playing with Bonus action potions and bonus 1st level feats for years now, and most PCs after every fight look like we just went on 12 rounds with Mike Tyson.
Separating "long rest" from "a nights sleep" should be the default IMO. The GM can decide if a long rest is a day, two days, a week, whatever- but once you make that separation player resources instantly become more manageable as the GM.For us, just increasing long rest to one whole day, instead of one night made the game way harder and more satisfying.
No fireball after fireball. No shield literally every round.
It never ceases to amaze me how much disdain DMs have for their players. Comparing them to toddlers? I'd walk out of your game on principle.Who'd have thought that giving players everything they want without limits, risk, or real challenge could possibly be bad for a game?
"19 out of 20 toddlers polled wanted more candy. You should see the candy options we're including! Polls don't lie!"
It's not that this is so overpowered, but now a misty step means the player has to choose from a menu of options, and then the DM has to make a bunch of saving throws and keep track of who failed. It adds tactical complexity but also adds to the stack of things to keep track of. So in the aggregate, when all classes add to the stack in this way, such changes do make life harder for DMs. Now, again, whether this is a deal breaker is an individual preference.
It used to be a phrase like "a good night's sleep and 1hr spent studying" or a specific time of day where the PC needs to spend an uninterrupted hour praying. 5e created the problem you are talking about fixingSeparating "long rest" from "a nights sleep" should be the default IMO. The GM can decide if a long rest is a day, two days, a week, whatever- but once you make that separation player resources instantly become more manageable as the GM.
I first did this with gritty realism rests, a week being a LR and a day a SR, and that's when I found how powerful detaching rest=sleep is... But honestly I don't mind SRs being an hour, and I cut LRs down to two days.
I don't think they were calling their players toddlers. They were making an analogy.It never ceases to amaze me how much disdain DMs have for their players. Comparing them to toddlers? I'd walk out of your game on principle.
I know 5e created the problemIt used to be a phrase like "a good night's sleep and 1hre spent studying" or a specific time of day where the PC needs to spend an uninterrupted hour praying. 5e created the problem you are talking about fixing
I’ve been running the Yawning Portal version of Against the Giants for a four-PC party of characters at the level suggested by the module, and I have tried as hard as I possibly can to kill them without changing the module or pulling shenanigans, which was the deal from the get-go (the players wanted a more challenging and more deadly campaign than our last one)—and they have consistently stomped enormous battles way beyond what CR says they should be able to handle. And it’s not because I’m playing the monsters poorly (many of them are 5e sack-of-HP-witha-stick giants).
I used to love running and playing 5e until this experience made me realize that all the battle tactics and carefully planned turns ultimately boil down to the DM deciding whether the players win or lose—because unless the DM puts a thumb on the scale, the players will always win. I fear 5.5e exacerbates that “feature” of the game (though I still hold out a fool’s hope that the new MM will boost the monsters all around to match the undeniable player power creep). If so, I plan to start searching for groups that want to play a different game, because as a player I want to believe my tactical choices matter, and frankly I don’t anymore.
No. I simply mean, if they're (PC) the ones who applied a condition that needs to be tracked, then they are likely to remind you (DM) of it when it is important to remember it.Alternately... I don't know if you are somehow implying that you find success in handing players statblocks for monsters & just checking out to let the players run both sides of the combat for you with good results.
I've seen one step further by having had players fight me tooth and nail while drawing the group in against any "unfair" efforts I made to reign in those kinds of builds come back to me months later and apologize for that very behavior because they are now playing something else at someone else's table where a build like their old one is running unchecked in the hands of another player..
I have a couple players that have made optimized characters, and later on said "oh wow this is busted, I'm overshadowing the rest of the party" or "can we tone down this class? It's ridiculously good." Those players end up having more sensitivity to the matter going forward- but they're not every player.