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That’s not necessarily true. More powerful characters, whether measured in levels or build points, tend to have more options available to them outside of combat as well as in combat. And that can lead to longer discussions of what to do, how to approach a situation, then when they have fewer options.Let's be honest. Only part of game that slows down at high level is combat.
I've seen players in my D&D 5e campaigns take large chunks of in-game time to figure out both what to do next in the sense of goals, and how to handle a given situation. None of those long discussions have seemed to me--as an interested observer--to be more complex at higher levels, especially when goal-selection was happening. Of course, the goals will probably be different--and plausibly more complex--for more powerful characters.That’s not necessarily true. More powerful characters, whether measured in levels or build points, tend to have more options available to them outside of combat as well as in combat. And that can lead to longer discussions of what to do, how to approach a situation, then when they have fewer options.
didn't 4e deal with this issue of exponential options pretty well by having you swapping out between powers in a finite number of slots? you might gain more total powers but there's only so many you're going to be deciding between at any given time in combat.
They might be different but comparisons can still be made to a degree can’t they? If the factors that made 4e drag aren’t present in 5e then wouldn’t that structure be one that could help curtail the option choice paralysis issue of 5e?It's kind of comparing apples to oranges. That, and high level 4E dragged far worse than 5E in my experience, just for other reasons.
They might be different but comparisons can still be made to a degree can’t they? If the factors that made 4e drag aren’t present in 5e then wouldn’t that structure be one that could help curtail the option choice paralysis issue of 5e?