Tony Vargas
Legend
OK.renamed my account to better fit the name I use elsewhere online.
It was a rhetorical question, no need to dig yourself deeper.Why did I post on the 4e forums?
No more than having any other edition as your favorite. Most D&Ders /don't/ have a strong past-edition preference (according to WotC's surveys, anyway), but those that do, regardless of the edition, are still in the target audience of 5e, and don't deserve to be shouted down...Doubly so when his love for 4e is mentioned in the same post. That's drawing a line in the sand.
(... to a point, anyway, I'll join you in questioning the right to complain once someone has actually reverted to a past edition or moved on to another system entirely and is no longer playing 5e at all...)
Cries for help aren't always phrased as polite requests for such.Except he's not asking for help.
You very clearly don't always need to call for a roll as a DM. You can narrate success/failure OR call for a check. One of the things I like about 5e, that.Randomness: I like it in 5e. Because it means you always need to roll.
Can't imagine what makes you think that. You do hit (and fail saves) more often in 5e, using typical characters, at any level. But it's 60-70% vs ~50%, hitting 1 more time in 5 or 10 isn't a big difference when combats rarely gets to 5, let alone 10, rounds. More to the point, that's not swinginess. Swinginess is easy victory or TPK based on a few rolls, and it's inevitable when you tune for fast combat. Re-tuning - hps/damage, not to-hit/AC/saves - for longer combats would do more to address the issue.Although, oddly, at low level combat is far less swingy in 5e. You wiff a LOT in 3e/4e at low levels unless you really optimize.
Not a bad idea in any d20 edition, really.If you want a little more stability, I'd recommend dropping the d20 for 3d6. The bell-curve makes success much more likely.
Nod, I was one of them, and I appreciate it.I mostly posted this as an update to my threads on playing in Curse of Strahd, which a number of people here found interesting.
There's some hopeful signs here and there. The Knight in the new UA article, for instance (if not the sadly predictable h4ter response to it) shows a willingness to improve support for styles first enabled by 4e, however slowly, and however far behind traditional styles that may be. It's easy (and more nearly justified) to nerdrage 'too little too late' like it's an edition war II, but it's no more constructive than it was the first time.A bit of hard feelings yes, though not specifically about Essentials. I was in the crowd who initially embraced Essentials as an addition to 4E, though I later soured after it became clear that it was the new way going forward and that the old 4E design was more or less being abandoned.
That sounds like a red flag for some personal reflection, I'm sorry to have to say. At bottom, D&D has always used a d20 - linear probability, pass/fail result - even if, since 3.0, it's used it almost exclusively for resolution. The difference you're feeling may be more about feeling than difference.It was never something that bothered me in earlier editions, except maybe the 3E skill system, and it was something the stuck out as a sore spot from the first moment I started playing 5E at the table. ... Years of 2E, 3E, and 4E never caused that sort of reaction in me, and I've played 2E since 5E's release and I didn't have that reaction there.
From the DM side of the screen, that's a major motivation. D&D is the flagship of the hobby, not only are you more likely to get players when you hang out a current-ed D&D shingle, it's also the primary point of entry for any new players, so running D&D and running it /well/ is a very real way to help the hobby grow.The issues there are motivation and workload. Motivation comes down to that beyond 5E being popular and familiar with prospective players
On the workload side, yes 5e is more work, up-front, than 4e (also less & less frustrating than 3e, IMHO), and requires you be more on the ball while running, too. That's the price of empowerment, but, for that price, you can take charge of it from behind the screen, and, while it's some work, it's not a lot /more/ work. You need to design or tweak encounters and rule on task resolution, anyway, doing so to support a given style (more engaging/less swingy, it seems, in your case) isn't a great deal more/less work than another.
From the player side, I can understand that. I don't often approach 5e from that side (not for that reason, but simply because there's nothing much in the way of new/appealing player options, for me - jaded 36 year veteran of the hobby that I am), though. I was hoping you'd see the potential I've found in running the game, though.None of that really adds the agency I'm craving back into the game.
I'd urge you not to give up on it yet, try to step back and think about the things that are bothering you, and to look for solutions that you can implement on the DM side of the screen, without impacting the player experience (or impacting it positively, for that matter).