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5e combat system too simple / boring?
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<blockquote data-quote="Tony Vargas" data-source="post: 6780802" data-attributes="member: 996"><p>It's not a problem, but a difference in focus. A complaint about 4e combats was that they took too long, in part, because of addressing complaints about 3.5 (rocket tag! 5mwd! LFQW! CoDzilla!). 5e responded in turn by removing some in-combat options from most classes, most in-combat options from some classes, increasing chances to hit/save DCs, boosting damage, reducing hps, consolidating bonuses and advocating for TotM (which makes it harder to run complex combats, so just run simpler ones). Now combats are faster. Are they boring? No, because they're over so fast - boredom, takes time to set in. If you use the time saved to run more combats, sure, in aggregate they'll maybe get boring, but if you use it for exploration & interaction, that's less likely to happen.</p><p></p><p>Simply putting your combats back on the grid, using modules, or re-cycling earlier edition rules (like C&T, since you're most familiar with 2e) to add in-combat options won't make a huge difference. Standard-issue combats will still be over relatively quickly because of high%, high damage offense vs finite hps, and a larger, more challenging 'tactical' or 'set piece' combat will likely become problematic due to the way being outnumbered plays out under bounded accuracy. </p><p></p><p>5e is just different from 3e & 4e (and similar to 2e, pre-C&T) that way. The system focus isn't 'interesting' tactical combat, so, instead, make the focus an interesting story, and the combats only little packages of action that break it up and keep it lively. You can add more interest in exploration challenges - traps, puzzles, and the like - and interaction with NPCs. </p><p></p><p>Now, your players could also choose more interesting characters. A Champion Fighter will get boring faster than a Warlock, who'll pall before a Druid. And, classes that have to work a little at generating DPR (or more cleverly overcoming foes), are also going to be more interesting, and make for more interesting combats, than those that just spew DPR or blow up whole batches of enemies wholesale. The 5e gaming experience is mostly on the DM, but player choices do matter. Flexible characters with more choices to make in play will be less boring than one-trick-ponies, for instance.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6780802, member: 996"] It's not a problem, but a difference in focus. A complaint about 4e combats was that they took too long, in part, because of addressing complaints about 3.5 (rocket tag! 5mwd! LFQW! CoDzilla!). 5e responded in turn by removing some in-combat options from most classes, most in-combat options from some classes, increasing chances to hit/save DCs, boosting damage, reducing hps, consolidating bonuses and advocating for TotM (which makes it harder to run complex combats, so just run simpler ones). Now combats are faster. Are they boring? No, because they're over so fast - boredom, takes time to set in. If you use the time saved to run more combats, sure, in aggregate they'll maybe get boring, but if you use it for exploration & interaction, that's less likely to happen. Simply putting your combats back on the grid, using modules, or re-cycling earlier edition rules (like C&T, since you're most familiar with 2e) to add in-combat options won't make a huge difference. Standard-issue combats will still be over relatively quickly because of high%, high damage offense vs finite hps, and a larger, more challenging 'tactical' or 'set piece' combat will likely become problematic due to the way being outnumbered plays out under bounded accuracy. 5e is just different from 3e & 4e (and similar to 2e, pre-C&T) that way. The system focus isn't 'interesting' tactical combat, so, instead, make the focus an interesting story, and the combats only little packages of action that break it up and keep it lively. You can add more interest in exploration challenges - traps, puzzles, and the like - and interaction with NPCs. Now, your players could also choose more interesting characters. A Champion Fighter will get boring faster than a Warlock, who'll pall before a Druid. And, classes that have to work a little at generating DPR (or more cleverly overcoming foes), are also going to be more interesting, and make for more interesting combats, than those that just spew DPR or blow up whole batches of enemies wholesale. The 5e gaming experience is mostly on the DM, but player choices do matter. Flexible characters with more choices to make in play will be less boring than one-trick-ponies, for instance. [/QUOTE]
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