You phrased in a way that said that people trying to minmax in 5e are still trying to play a different edition.
Yes, they are, it's obvious. Just as I've been trying to play AD&D 1 e in 2e (what a mess), in 3e (OK up to lvl 10 or so, after that we had to take measures), in 4e (did not work at all), and in 5e (works like a charm).
Exactly how offensive is that factual statement ? 3e was built for min-maxing, and 5e inherits a number of words from it, but is based on completely different principles (natural language, bounded accuracy, DM empowerement, rulings more than rules, and the latter much much simpler, TotM as the basic way of playing, etc.) and the devs themselves have drawn its ancestry not to 3e but to the original D&D editions. It's just a fact.
And I'm doing it, I've been doing in forever, how is that a criticism of others' way of playing ?
Also, I strongly disagree that minmaxing in 5e requires loose readings of the rules -- there's plenty of very strong combination that are possible with strict readings and actually require the GM to issue houserules to avoid -- most involve sorlocks and warpals.
I think you have my position wrong, I'm not saying that minmaxing in 5e requires loose readings, I'm saying that it requires extremely strict and orientated readings of rules which have on purpose been written loosely in natural language.
The fact that some minmaxing can be done on barely a few combos is unfortunate, but it goes to show that, contrary to 3e where there was an explosion of builds in all directions, it's very much limited in 5e, and honestly some less strict reading of the rules and simple rulings really limits the power gap that you can obtain.
Although the battlemaster fighter has a nice setup with GWF and using precision strike. It's not like it's terribly hard to optimize in 5e. The real difference is in the lows -- 5e has shallow lows compared to 3e.
Overall, the power gap between optimised and casual is way, way lower in 5e than in 3e, which in turns helps limit the problem, especially if you consider that feats, multiclass, and Variant Human (and even more Floating ASIs) are OPTIONS, and therefore can be controlled by a DM who is conscious of the power gaps potential effects and want to limit it.
Alternatively, it was nearly impossible to powergame in 4e, but you listed that as a continuation and increase in powergaming availability from 3e.
You're sort of right about this, I did not write it clearly. What I meant is that 4e was a very, very technical game, in a sense even more than 3e, and they limited the powergaming through the denial of the openness of D&D in general. It was a different approach, it stayed technical but acted on another cursor, and I agree that in 4e the power gap was very manageable. Still, there were
tiers of classes, see here for example.
I'll agree 3e was the most favorable for combinations, but this was more a matter of rules bloat than basic system design -- core book 3e wasn't bad at all.
As mentioned above, the simple combination of having even in the core books so much customisation for characters, between point-buy, feats, multiclassing (and level dipping), prestige classes, etc. meant it was already an optimiser's dream come true. And of course the power drift in the further books enhanced that even more.
The disparity there was mostly due to all the trap choices than effective powergames. So, who knows, after another few years of 5e splatbooks (the pace of which has supposedly increased?) maybe 5e will be in a similar boat to 3e.
However, 5e is certainly not going the same way. First, as mentioned above, the game design is fundamentally different. As a DM, I have all the tools I need to shut down ruleslawyers and powergamers instantly if I want to.
Moreover, consider:
- 3e, dead in 3 years due to badly written concepts over exploited so quickly (attributes buff spells in particular).
- 3.5, dead in 4 years due to uncontrollable bloat
- 4e, dead in 3 years due to the necessity to limit options
- 4e essentials, dead in 2-4 years due to lack of openness of the world and system
- 5e, still alive and kicking with so limited power bloat that powergamers complain all the time about the lack of crunchiness of every single book, after SEVEN YEARS.
The designers are conscious of that, and I know that people still think JC is an idiot for his sometimes contradictory and fluffy rulings on tweeter, but the guy (and the whole staff) are doing this absolutely on purpose, because they don't want to give tools to powergamers to abuse in their builds, they just want to give all DMs ideas about potential rulings (again, rulings, not rules).
And no, the pace has not increased, in terms of the more "crunchy" books, Xanathar was Y+3, Tasha Y+6, and as far as I know there is none other in the works. Again, the designers are aware of all that, and controlling it masterfully.
But, again, 4e wasn't a powergamer's fantasy edition, in fact quite a lot of powergamers from 3e disliked 4e because it did put everyone on pretty much an even field. You could get creative, but tactics was far more important (and team synergy) than individual build in 4e.
I agree, my main problem is that it stayed very technical and that it limited the openness of the world.