Willie the Duck
Legend
I don't know if it is knee-jerk specifically. However, you don't make comments like "that it had chosen to fully indulge a decade’s worth of munchkin demands for MOAR POWER!" if you did not start with the premise that it was a baby game for babies and kids these days just want everything spoon fed for them (cue Bloodtide's old schtick) and worked one's way backwards. It might have taken a year of playing with the system to come to the conclusion (admittedly contradicted by his statement "But it was clear from the moment the 5E24 Player’s Handbook dropped...," but it definitely feels more like a visceral old-mantrum based on a sense of not-belonging more than a careful and well-thought-out neutral observation.Do you think it's fair to call it knee-jerk?
But I understand how you say you expected something more "thoughtful," that's part of what the surprise was for me in reading the post... That it seems to repeat the common issues that I've seen voiced, rather than.. I don't know, try to come up with something else. But I think what we're reading here is someone who has come to accept that the direction WotC's 5e has taken is no longer for them. But for it to come from such a "storied blog" as you put it, that made its reputation and "fame" on 5e .. that's quite a post.
D&D has long struggled with the question of how important to make attributes (particularly class-relevant ones). AD&D and WotC editions have all made the disparity between a fighter with a middling and high strength be rather extreme, with the obvious answer to 'how do you play a fighter with a 9-13 strength?' be 'make their strength not be 9-13.' It means that some narrative figures like brave-but-weakling wannabe fighters like Taran from the Chronicles of Prydain or any smarter-than-strong Puss in Boots-types not coded as Thief class simply not work well. 5e doubled down on it by making your non-attribute to-hit number a smaller component of the total, and of course all of WotC made it odd for the guard captain by making them have stats. At some point, I stopped treating attributes as being that meaningful (because their impact means you want all your fighters to have as high a Str as possible, so the answer to who is stronger -- your Boromir or Conan analog -- is which one you've levels to more ASIs, not which one has more of a strength-based narrative theme). For someone else who still wants their numbers and aesthetics to match, maybe the guard captain with an explained-away 3 pt bonus would be the better choice.To me there is a real struggle with a lot of people in the hobby of having the game look like a certain way and what the positive and negative aspects of it looking that way. And sometimes many people struggle with the aesthetics being pushed away for actual gameplay enforcement.
If the Guard Captain having 18 strength annoys you then that shows that you care more about how the captain looks then how it functions. The 18th strength along with the +2 proficiency bonus is there in order to get the +6 attack. If you reduce the 18 down to 12, you have to either create another three points of bonus that is unexplained or figure out a way to explain three more points of bonus.
Definitely, and more than 25. Both 3e and AD&D Ranger animal companions were fragile low-hd, low-AC pets you got, were coded as caring about, and couldn't really use very much because they'd die against anything you couldn't easily handle without them. Like many things in past updates, these are things that address stuff people had trouble with in the previous iterations (sometimes for years, as mentioned).Or The Beastmaster Ranger having a spiritual animal because a real animal would die and stripped the class of many of its class features. Thus requiring another class feature to allow the ranger to constantly be able to resurrect the Beast cheaply. Something else they might hate.
This is a problem that existed for the last 25 years or more. Gameplay issues that cannot be fixed by maintaining the exact same tone of the game genre because the genre tone itself does not have a solution for it.
Daggerheart solves the ranger companion problem by having the companion run away when it runs out of hit points. This works because it isn't wedded to certain D&D-isms like death being the main fail state or answering sim questions like 'but what if it can't run away and has to keep fighting?' or the like. It'd be interesting to see what kind of like-minded solutions D&D could implement and achieve buy-in from the base.
I heard a lot of the same complaint with 4e and 5e14. So what is different with 5e24 IYO? Personally, I am not seeing any real difference in play. I let my players chose whichever book they want to use for their characters. It doesn't matter to me as a DM. I don't feel the 24 PCs are more difficult to challenge then 14 PCs (though my experience is obviously limited).
PS - I do want to clarify that we use a modified ruleset in that we have a lot of houserules. However, we apply these equally to both 5e14 and 5e24 characters so I am not sure it makes a difference (thought it may).
It is interesting, particularly with people who are not new gamers and/or you know have indeed played other games (such as myself, I've done this plenty of times and I know how long I've been gaming and how many systems I've played). It would seem that someone coming from RuneQuest or GURPS Fantasy or WFRP likely would not see 5e.14 and 5e.24 as wildly different. Honestly, with the exception of the 'Dragonlance renaissance' shift in playstyle change, no shift between D&Ds seem like wild changes within the universe of TTRPGs as a whole. Yet the pattern persists. I think perhaps it has to do with how much people treat D&D as a statement, as much as a game. Even if we know darn well that differences in DMing style or what you end up doing with your party or whether you roll stats vs. point buy might make a bigger difference, that rule change over there represents ABC and I see D&D as BCD and thus I have really big opinions on it, even if Traveller is off over there doing WXY, etc.Yep. It's pretty common among those who are newer to the hobby, and especially those who are focused on implementation and technique within one system rather than playing a broader swathe of games. They lack the familiarity with the concepts of how different systems work, so changes feel much more consequential then they actually are.
Like, a lot of people seem to view 5e24 as some kind of epochal change; to me, it barely registers as a different ruleset.


