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D&D Should Have Less HP Bloat
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<blockquote data-quote="Argyle King" data-source="post: 8276711" data-attributes="member: 58416"><p>Both of the things you mention are really the same problem though -just manifested differently.</p><p></p><p>An unhittable monster with weak offense creating a prolonged fight isn't drastically different from tons of HP creating a prolonged fight. In both cases, the game hasn't offered a tactical way for a player to make a choice which changes that.</p><p></p><p>To be fair, 4E <em>did</em> offer tactical choices to fix the (allegedly) "unhittable" problem in the form of powers and abilities which sacrificed damage for accuracy (and many of the Leader abilities). Many of the people who complained were also folks I saw complaining that choosing those options "sucked."</p><p></p><p>5E does a lot of things really well. However, it kept a scaling HP model similar to 4E, took away some of the ways that could be mitigated without replacing that with something else. Similarly, without some of the extra options of 3E, there's not a whole lot else to do to circumvent the bag of HP in many cases. In non-D&D games, something akin to "bounded accuracy" is achieved without needing to give things more and more hit points or making things unhittable. Depending on the game, that might mean defenses, soak, or any number of things -with my point here being that it is possible to do. A few of 5E's optional rules lightly touch upon other options but stop short.</p><p></p><p><em>(edit: growth and change can look different than going from a +1 to a +2; it could also mean having a new way to use an ability or expanding how an option can be used rather than stacking more numbers. I support an evolving and changing play experience, but I want the change to occur differently than it now does.)</em></p><p></p><p>5th captured some of the good things of combat from both of the previous editions but also brought in some of the problems with both of them (and I've seen that higher level play often does a weird pendulum swing of either being 4E easy or 3E rocket tag). I do not feel 5E is a bad game; it simply could be better. Ideally, looking into how it could be improved leads to creating a future edition which works better, and builds upon how things are now rather than starting the whole process from scratch again.</p><p></p><p>For now, if there's a way to improve how I play at my home table, I'll take that. The spirit of 5E claims to be a game which is modular enough to fit that goal. If there are methods I can use so as to make my table a medium for that spirit, I welcome that.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8276711, member: 58416"] Both of the things you mention are really the same problem though -just manifested differently. An unhittable monster with weak offense creating a prolonged fight isn't drastically different from tons of HP creating a prolonged fight. In both cases, the game hasn't offered a tactical way for a player to make a choice which changes that. To be fair, 4E [I]did[/I] offer tactical choices to fix the (allegedly) "unhittable" problem in the form of powers and abilities which sacrificed damage for accuracy (and many of the Leader abilities). Many of the people who complained were also folks I saw complaining that choosing those options "sucked." 5E does a lot of things really well. However, it kept a scaling HP model similar to 4E, took away some of the ways that could be mitigated without replacing that with something else. Similarly, without some of the extra options of 3E, there's not a whole lot else to do to circumvent the bag of HP in many cases. In non-D&D games, something akin to "bounded accuracy" is achieved without needing to give things more and more hit points or making things unhittable. Depending on the game, that might mean defenses, soak, or any number of things -with my point here being that it is possible to do. A few of 5E's optional rules lightly touch upon other options but stop short. [I](edit: growth and change can look different than going from a +1 to a +2; it could also mean having a new way to use an ability or expanding how an option can be used rather than stacking more numbers. I support an evolving and changing play experience, but I want the change to occur differently than it now does.)[/I] 5th captured some of the good things of combat from both of the previous editions but also brought in some of the problems with both of them (and I've seen that higher level play often does a weird pendulum swing of either being 4E easy or 3E rocket tag). I do not feel 5E is a bad game; it simply could be better. Ideally, looking into how it could be improved leads to creating a future edition which works better, and builds upon how things are now rather than starting the whole process from scratch again. For now, if there's a way to improve how I play at my home table, I'll take that. The spirit of 5E claims to be a game which is modular enough to fit that goal. If there are methods I can use so as to make my table a medium for that spirit, I welcome that. [/QUOTE]
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