A climactic battle should be long enough to actually evoke a feeling of grandeur and culmination. 5 minutes is about everybody sets up and the Wizard casts a Save or Die, which the save is failed, and then the looting commences.
But you don't know this is what happened. For all you know, they'd just mopped the floor with all the minions and the boss had fled into the next room, init was rolled, and all he had left to do was have them finish off the boss. There are also a million other possibilities.
All we know is that Mike thought he could get it done in that time and was impressed that it was possible. Therefore we know that low-level fights in 5e run fast. How much faster than other editions? No idea.
Since everything I've heard about the DDXP playtest implies that it was conducted at only one or two (low) levels, how can anyone who was there know enough to comment how this aspect of the new rules will work, or state with confidence that the changes successfully meet those design goals for greater balance across levels?
Especially since Mike does not seem to have seen high level play at all at DDXP.
I dunno, I heard one WotC guy talking about how fast it was for his group to roll-up 7th level characters. Mike had played 5e prior to DDXP. Maybe he played some higher levels? Though I doubt they are even thinking about Paragon (the teens) or Epic play yet.
I'd be happy if they work hard to make the tiers (as 4e defined) feel very different from each other.
My conclusions: DDN still looks peachy, and Mike Shea plugged in the Slightly Facetious module before composing his article.
I think he was just trying to make the point that DDN relies more on player input than intrinsic character potency. but it came off as a dig at 4e. No worries, I'm sure he still plays it. In a non-entitled manner.
Yeah, I don't think he meant for that to come off as offensive as it could be (and was) taken. I'm a big 4e fan and I knew what he meant without it offending me, though I can see how it could be taken that way.
So there's literally no way to judge what the game is going to feel like, or how long combat will be, once more tactical options are plugged in. It's pure speculation. I'd be cautious of forming any lasting opinions based on (apparently fun) 1st level play.
This is true, but we can like what we hear without being totally brainwashed by it, can't we?
I just hope they got the monster to combat length ratio correct...3e Monsters took to damn long to stat up, and combats went really quickly. 4e Monsters were quick to stat up but fights took too damn long to use a lot of them. We need monsters that are quick to stat up and quick to fight again.
We sure do!
I like it when things happen. With heavy exploration, it takes a lot of work/time on the player's part for something to happen, and success is when bad things don't happen - no, I want bad things to happen! IME "smart game-play" feels more like a game of 20 questions or trying to probe the "right answer" from the DM.
I like it when things happen, too. I'm all for exploration - but I draw the line at poking around at a million things that aren't dangerous in mortal fear of the things that MIGHT be dangerous. Exploration (and role-playing, for that matter) are important parts of the game I'd like to see. A new focus on teaching DMs and Players how to balance the flow of it would go a long way towards ending the weird idea that combat and roleplaying are on opposite sides of some imaginary line.
The question is, are we the target audience for 5E? I'm beginning to wonder, considering that most of the marketing-speak seems to be focusing on 1E/OD&D/possibly BX nostalgia, with a nod to the 3E crowd. Mearls is on record as disliking 2E, which I find clunky in rules but generally sympathize with in tone and goals.
That impression is given because they are testing the 1e-style component (the core rules) and 3e/4e components clearly work best as add-ons once you get the core component working well. Also, the module was 1e so the fluff reports (all we've really gotten) are going to make it sound like 1e if it even remotely did it's job right.
Does it not make sense to start as a 1e emulation (with better actual rules) and add complexity to bring it up to later editions?
I'm running an old-school campaign and combats have ranged in duration from 5 minutes to over an hour and half, all with tense moments and uncertain outcomes.
Sounds good. A DM should be able to run quick fights and long fights as the case warrents, and everything that's been said about 5e sounds like it will support doing just that.
When it's ready to. Nothing Mike said implied that we'd not be able to run a longer more intricate grand finale boss fight if/when we get to run it.