5e combat system too simple / boring?

Not sure why acknowledging the 5E mechanics have changed the lethality of the game is something people are arguing when it's empirically provable that 1E, 2E, and 3E mechanics are more lethal than 5E mechanics. Different design goals in each game.

Sure, they're different games. I thus see no good reason to compare them. I know how to kill characters in every edition. Knowing there were more save-or-die effects in D&D 3.Xe doesn't help me make my D&D 5e game any more threatening. Hitting dying PCs, on the the hand, is practical, useful advice as is how to design challenges to be deadly.
 

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Why would you make such an assumption?
No assumption, you came right out and said it.

They're a failure for those wanting a gritty, realistic wound system.
Because they're not a wound system, at all. They also fail as model of climate change, for similar reasons. ;P

Many other games model such a thing much better than D&D.
For any given thing an RPG can do, there are many games that do it better than D&D. There's not exactly a shortage of games that do everything better than D&D. Heck, even if D&D, itself, goes and does enough things better than it had been, it gets labeled 'not D&D.' Quality of sub-systems just isn't a major issue.

1E, 2E, and even 3E much more brutal and dangerous than 5E by a good measure.
5e starts to feel pretty well padded by 5th level or so, sure. The level you run/play it at seems to make a big difference in perceptions. I've run mostly Encounters and 1st-level intro games, so I'm acutely aware of how randomly deadly it can be at 1st level. You've finished whole adventure paths with it, you've seen how easy it gets as it progresses.

I still recall how unhappy my friend was in 2E when his level 10 paladin he really loved rolled a 1 against a banshee wail. Poor guy's character was done.
Until he was raised, which was fairly readily available at that level, of course.

The reality is this: there a bunch of people that want to hear no criticism of 5E.
There always are some folks who won't hear a bad thing said about a current edition, and others who can't be anything but critical, deserved or not. In between, the rest of us try to have discussions. When that failed catastrophically, we got the edition war. Nothing that bad's going on.

The criticisms are by design. Lower chance of death is by design. Easier monsters are by design.
Maybe. But it's not consistent. If the design is just to be easy and survivable, why make 1st level characters so fragile? IMHO, the design is mainly one of the things they said it was: an attempt to capture the feel of the classic game. That includes characters dying easily at 1st level and being blaze about supposedly deadly danger at higher level. The reasons for the latter have shifted a bit, but, by and large, 5e has succeeded in that design goal.

So arguing that it isn't true is basically arguing that the 5E designers failed to accomplish what they set out to accomplish: a less lethal, faster to play, simpler game with less highs and lows.
Of those, only 'faster' and 'simpler' were design goals, and the latter contingent on choice of modules.

Past editions of D&D were far more lethal by design.
Well, 4e only a little more lethal overall, and less so at low level. 3e & earlier, more lethal out of the lower levels. AD&D and earlier had much better saves at high level, and death was readily rendered a temporary inconvenience. So, no it's not a simple 'easier by design,' it's shooting for the same feel by slightly different means, and leaving most of it to the DM. The DM can coddle even fragile 1st level characters and make them feel invincible, or erase optimized high level parties at his whim.

I'd say it falls between 30 and 45 minutes, yeah.
That seems quick to me, for a serious/engaging/challenging 'set piece' encounter, anyway.

Perhaps that's part of the problem. No fight I've been in has been less than five rounds in 5e. Oftentimes, this is because we lose at least one party member within the first round or two, which is why I feel I must focus so much on healing. Admittedly, we have only just hit level 3 and that is a breakpoint for many classes...but when we still have people dropped (or, in the Druid's case, thrown out of wild shape) in the first or second round after the DM openly tells us he's going to try to pitch us some softballs...well, it's hard to believe that one more level will make that much of a difference.
One or two levels will make a difference. Really you should already be seeing the difference, especially with the Druid (getting 'knocked out of wildshape,' btw, is nbd).

Well...I kind of am playing a full caster? The Bard is a full caster in 5e, isn't it...?
Absolutely. But if you go all heal-bot with it, you've thrown away a lot of versatility.

Honestly, unless my character dies again (the frustratingly high chance of that continues to cast an unfortunate pall over my experience of 5e), I'll be sticking with the game until it ends, whether by wrapping up or falling apart. Due diligence--giving 5e a full, honest commitment, not just a token effort--is a part of it, but it's more just that I'm gaming with friends, and would rather not say "screw this, I'm done" unless something actually "bad" happens.
If you've just hit 3rd, you've only just started to actually play 5e. It's not really until you're well quit of apprentice tier that you can say you've given it even a small chance, let alone a fair one. If at all possible, I'd suggest starting future campaigns at higher than 1st level if you really want to give it a fair chance. And, definitely try several full-caster classes, at least one of which isn't a heal bot.

Fudging doesn't really work over Roll20 though--we can all see the dice.
Wot no DM screen? ;) Wouldn't run 5e without one.

has avoided any "screw the book, I make the rules" behavior as far as I can tell.
But, but... the book was begging for it!

5e, explicitly, prioritizes a "traditional" look and feel. In every edition except 4e, the approach to choice and variety for characters has been, "if you wanted choice, you should've played a caster! Why are you playing a Fighter if you like choices?!" and "if you don't like having lots of choices, why are you playing a Wizard?!"
Yep. That's the paradigm.

I truly wish that 5e had taken a much more middle-of-the-road approach, an approach like the ones talked up early in the playtest, where a Wizard could choose to be about as simple as the low-complexity Fighter, and a Fighter could choose to be close in complexity to a typical Wizard.
It's always possible they'll add more meaningful class choices to the 'advanced' game.

Moon Druid, Devotion Paladin, Tempest Cleric, soon-to-be-Beast Master Ranger, and myself (Valor Bard).
There's no way you should feel forced into being a heal-bot in a Cleric where literally everyone can heal. How the heck do you manage to snatch character deaths from the jaws of victory with a group like that. You've got Druid Wildshape hp buffer, lay on hands, and Cure Wounds/Healing Word on multiple class lists. WTF? I guess you're just lacking in DPR, so fights drag on?

Yeah, when I asked the DM about it{starting at 3rd level}, I pointed out basically that--more to learn, but we'll survive much better--and he more or less said "nah it'll be fine." I think he may be regretting that decision now. I've also noticed he tends to generously round XP now, whereas he didn't so much in the first few sessions, so he might be subtly trying to push us past this "hump" without an overt "I'mma do it my way" solution.
You're also supposed to speed through the first few levels very quickly, the exp chart is skewed that way. If you go longish, full-'day' sessions, you could even do a level per session, in theory.

As for the RAW, my problem pretty much lies in your "almost." It may be intended for the book to be overtly and eternally second-place to the DM's preferences...but what about when the DM's preferences are "don't change what the book says"?
Then he's "doin' it wrong." ;P Yes, I'm aware of the irony. But, really, the only reason to run 5e "by the book" is because you like the results. (Well, and during the playtest, to actually /test/ it, but the playtest is over - as an aside, I didn't get out of 'playtest mode' the first time I ran 5e, and the results were disastrous, as soon as I got back into the old-school swing of 'screw the book' and got behind a DM screen, it was fine... well, not fine, HotDQ was still pretty awful...)

I know for a fact that, even when he's found a particular effect unfortunate, he's gone with it unless I convince him that that's not what the book says.
Yeah, you're definitely not getting a fair chance to see what 5e can do.

What's the point of having the early levels be so nail-bitingly dangerous if you, as DM, are "supposed" to walk on eggshells until things aren't dangerous? Kind of paints "DM empowerment" in a funny light, too--you can do whatever you want, but unless you're being perverse, you should want to do X.
You should want to run a game that's fun for your players. That may or may not include killing their characters off constantly. If your players don't like frequent PC deaths, you have to tweak the game harder at low level than at high - if they do like the feel of constant jeopardy, you have to tweak it a lot harder at high level than low.

Also, whoever said the lethality stops at 2nd level? That's the level we nearly TPK'd (and my character did actually die).
It ratchets down. By 5th it really, really should be gone, but you should be noticing it tapering off at 3rd.
 

Perhaps that's part of the problem. No fight I've been in has been less than five rounds in 5e. Oftentimes, this is because we lose at least one party member within the first round or two, which is why I feel I must focus so much on healing.
Wow. All I can say is that your DM does things very differently from me--and when I say "from me," I should say "from the published adventures I'm running," because that's where I'm getting most of my encounters (although I tweak them sometimes). Hardly any of our fights go five rounds or more. I'm curious what it is about your table that makes the fights run so long. It sounds like the DM is throwing a lot of high-HP monsters at you--probably ones with high damage too, since your PCs keep going down on the first round. And maybe your group's AC is lower than mine on average? (I do feel like my group managed to get high AC really fast, and for a while it felt like nothing could hit them...but I'm hoping Bounded Accuracy will help deal with that as we face monsters with higher chances to hit.)
 

That seems quick to me, for a serious/engaging/challenging 'set piece' encounter, anyway.

It's possible--my 4e games have never gotten to particularly high level, only like 6th I think, so perhaps I just haven't had a chance to see what the system can really do if "pushed" (in a good way, that is).

One or two levels will make a difference. Really you should already be seeing the difference, especially with the Druid (getting 'knocked out of wildshape,' btw, is nbd).

I hope it will. Going from 1->2 felt like almost no difference at all. Sure, we no longer had to fear being knocked to 0 by a single zombie's attack, but essentially at-level threats (a CR 2 Bandit Captain plus his four like CR 1/4 cronies) wiped the floor with us, and even just plain old giant spiders (whom we outnumbered) proved an unpleasant challenge. As for the Druid, it's just...well, when I see that fat buffer of (pseudo-temporary?) HP evaporate in just one or two hits, I get scared. :(

If you've just hit 3rd, you've only just started to actually play 5e. It's not really until you're well quit of apprentice tier that you can say you've given it even a small chance, let alone a fair one. If at all possible, I'd suggest starting future campaigns at higher than 1st level if you really want to give it a fair chance. And, definitely try several full-caster classes, at least one of which isn't a heal bot.

That...okay. I'm gonna be frank here. I think that's a huge load of BS. I have to play through 6+ levels just to "give it a fair chance"? The game experience is intentionally sub-par unless you specifically choose to start above first level? This is exactly the kind of stuff I complained would happen in the playtest, and people ignored me or denied that it was a thing. Frustrating as hell. I've played a good 20+ hours of 5e now, and I "haven't given it even a small chance" yet? Ridiculous!

Wot no DM screen? ;) Wouldn't run 5e without one.
But, but... the book was begging for it!

Apparently it is possible to roll in secret, our DM just doesn't do so. As for "but the book begs for screw the book, I make the rules stuff," that's just frankly not how this guy plays. I have made quite clear to the group that this is how 5e is expected to work--multiple times saying, "well this is what the book says, but the real answer is 'whatever the DM says' "--but I have yet to really see it in action from this DM. I don't know if it's inexperience overall, inexperience with 5e particularly, personal preference, or what, but that's what I'm dealing with.

It's always possible they'll add more meaningful class choices to the 'advanced' game.

I guess if I'm legit trying to give 5e its fair shot, I should try to be open-minded about this sort of thing. But my gut tells me "ain't never gonna happen, don't even think of dreaming about it."

There's no way you should feel forced into being a heal-bot in a Cleric where literally everyone can heal. How the heck do you manage to snatch character deaths from the jaws of victory with a group like that. You've got Druid Wildshape hp buffer, lay on hands, and Cure Wounds/Healing Word on multiple class lists. WTF? I guess you're just lacking in DPR, so fights drag on?

That could be it. I don't really know. See my below info about the combat that almost TPK'd us. But yeah, I really genuinely do feel like if I'm not conserving at least 50% of my spells for healing, somebody's going to die die, not merely roll a death save or two.

You're also supposed to speed through the first few levels very quickly, the exp chart is skewed that way. If you go longish, full-'day' sessions, you could even do a level per session, in theory.

Our sessions tend to be on the short side--only around 3 hours, occasionally 4 if the DM feels up to it--such that a "full day" tends to run longer than a single session, but never more than two. We've played something like 6 or 7 sessions thus far, and right at the end of the last session hit 3rd level.

Then he's "doin' it wrong." ;P Yes, I'm aware of the irony. But, really, the only reason to run 5e "by the book" is because you like the results. ... Yeah, you're definitely not getting a fair chance to see what 5e can do.

Not sure what else to do or say, then--how can I actually get a "fair chance to see 5e"? Do I have to start interviewing my DMs before I join a game? If nothing else, that seems like a pretty serious flaw...

It ratchets down. By 5th it really, really should be gone, but you should be noticing it tapering off at 3rd.

Alright. Like I said, I'm not giving up on the game until it ends, whether gracefully or crash'n'burn. Here's hoping you're right.

Wow. All I can say is that your DM does things very differently from me--and when I say "from me," I should say "from the published adventures I'm running," because that's where I'm getting most of my encounters (although I tweak them sometimes). Hardly any of our fights go five rounds or more. I'm curious what it is about your table that makes the fights run so long. It sounds like the DM is throwing a lot of high-HP monsters at you--probably ones with high damage too, since your PCs keep going down on the first round. And maybe your group's AC is lower than mine on average? (I do feel like my group managed to get high AC really fast, and for a while it felt like nothing could hit them...but I'm hoping Bounded Accuracy will help deal with that as we face monsters with higher chances to hit.)

Typically, we have either one big nasty, two big nasties, or one big nasty and a gaggle (2-5) of flimsy cronies. The Cleric has the highest AC, with Chain+Shield. The Paladin, regrettably, chose to partially forgo a shield (the DM, in one of his rare "rulings," added a "Buckler"/"light shield" that gives only +1 AC and counts as a "free hand" for manipulating objects, but not for carrying a weapon; said Paladin is going for a light-armor, high-Dex type, but is stuck on the idea of using the buckler rather than a full shield unfortunately). I think after that, it's my Bard at 15 AC (Studded Leather, +2 from Dex, +1 from Buckler) and the Ranger's either the same or slightly below. The Druid typically uses Wolf form, but I don't remember how much AC that has. Unfortunately, the DM lands the majority of his attacks--and crits easily twice as often as our entire team combined. He's commented, more than once, on the difference between his luck and ours, but it's not like we can blame the dice--we're all using the same Roll20 algorithm, and as stated, all rolls are made openly (Roll20 even gives a breakdown of die rolls when multiple dice are rolled). We also tend to roll below-average or even minimum damage, which merely compounds the "not enough damage output" problem.

--

Just for reference: the combat that killed my character (he got better, with some DM kindness) was a Bandit Captain (CR 2) and his four mookish buddies (Bandits, CR 1/8, from what I can tell--you can find their stats on page 6 of the HotDQ supplement). We were a little worse for wear at that point--just finished a combat with spiders, and were starting a short rest in a place we thought was deserted, so I'm sure that didn't help the situation at all. So springing a multiplier-adjusted 900 XP fight on us (halfway between Hard and Deadly for five 2nd-level PCs) may have been a bit unwise...but, as I've said, our DM has frequently talked of how difficult his other 5e group is to challenge, and how surprised he is that our group is so much more fragile. I went down at the end of the first round, having managed to cast one spell (Sleep, which took out two of the mooks), then the Cleric and Paladin both went down in round 2, and the Ranger in round 3. By then end of round...6 I think, my character was dead (3 failed saves), the Druid was out of wild shapes and trying to retreat, and the Ranger was one save from dying as well. The only reason we survived at all is because the Ranger got a death save crit the next round, and thus stood back up and felled the Bandit Captain (which caused the still-conscious goons to scatter).

The biggest issue, really, was the sheer number of attacks the Bandit Captain could pump out, coupled with having enough health that we couldn't take him down quickly. Three attacks a round, at +5 to hit and dealing a minimum of 4 damage a pop, means nearly-guaranteed damage. Even a slightly-above-average damage roll, if all three attacks hit (and I don't think he missed once) was enough to incapacitate any single member of our party*, and a below-average roll would just be followed up by a crossbow shot from one of the mooks in the back.

*E.g. (4+3)*2+3+3 = 20 damage. Our highest-HP person is the Ranger, due to a +3 Con mod and d10 HP. At full health, he would've been left with only 2 HP. He blew through his half-orc endurance before he'd even gotten to act in the second round. As I recall, I was at full health, and the Bandit Captain didn't even need to use all of his attacks on me to take me down. I don't remember if it was because of a crit, or because one of the mooks landed a crossbow shot first, but I definitely remember that he was able to move to another player, the Cleric IIRC, and hit him as well before the end of the first round.
 
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The biggest issue, really, was the sheer number of attacks the Bandit Captain could pump out, coupled with having enough health that we couldn't take him down quickly. Three attacks a round, at +5 to hit and dealing a minimum of 4 damage a pop, means nearly-guaranteed damage. Even a slightly-above-average damage roll, if all three attacks hit (and I don't think he missed once) was enough to incapacitate any single member of our party*, and a below-average roll would just be followed up by a crossbow shot from one of the mooks in the back.

*E.g. (4+3)*2+3+3 = 20 damage. Our highest-HP person is the Ranger, due to a +3 Con mod and d10 HP. At full health, he would've been left with only 2 HP. He blew through his half-orc endurance before he'd even gotten to act in the second round. As I recall, I was at full health, and the Bandit Captain didn't even need to use all of his attacks on me to take me down. I don't remember if it was because of a crit, or because one of the mooks landed a crossbow shot first, but I definitely remember that he was able to move to another player, the Cleric IIRC, and hit him as well before the end of the first round.

Sounds to me the DM maybe should of given you an out or saved the encounter for later throwing a deadly encounter at a half dead party with sub-optimized chars is just asking for a TPK if you ask me. "Hey throw down your belongings or well gut you" seems like a pretty stranded bandit thing to do they dont want to fight even wounded foes they just want to get paid.
 

Sounds to me the DM maybe should of given you an out or saved the encounter for later throwing a deadly encounter at a half dead party with sub-optimized chars is just asking for a TPK if you ask me. "Hey throw down your belongings or well gut you" seems like a pretty stranded bandit thing to do they dont want to fight even wounded foes they just want to get paid.

They were actually seeking revenge, as we'd killed some of their friends previously, while on an official mission to investigate the desecrated temple outside the city. We had had to leave the place behind (spiders :):):):)ed up our party while we were still 1st level), and they sprang a trap on us when we returned two days later.
 


They were actually seeking revenge, as we'd killed some of their friends previously, while on an official mission to investigate the desecrated temple outside the city. We had had to leave the place behind (spiders :):):):)ed up our party while we were still 1st level), and they sprang a trap on us when we returned two days later.

Ah well in that case what goes around comes around! I imagine that they would of been stalking your for a while then.
 

There are now 14 pages to say - "you wrote 'boring' but you meant 'monotonous', i.e. simple in a bad way". And, "here, let me help..."

Have you ever played a tabletop war game?

Your assignment is to play 3 different systems, pick 1 you like the best, then play against one of the players in your game. In that game, name the members of your warband/army, describe the stuff they do each round, narrate and react to the results. Then, bring that energy back to your D&D game.

If that doesn't work - play without HP.

If neither solves your combat woes, quit and spend that time reading instead.
 

Use crit and fumble charts. If you crit for fumble, roll percentile die, and look up damage type and number. Also beef up encounters. Its not fun if its too easy.
 

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