jgsugden
Legend
There have been some perceived problems in prior editions that spanned multiple editions. I was wondering which problems of Olde bothered people most and if they think 5E has addressed it well.
For example: Through 3rd edition, the cleric often found that the best thing they could do for the party in almost all rounds of combat was to heal. My AD&D cleric reared healing spells in most of their slots. When later editions allowed us to exchange spells to heal, I prepared other spells, but spent most of them on healing anyways. 4E moved a bit away from this problem by having more sources of healing incombat, but 5E has a bit of backslide here as clerics often find that the best option for them is to heal during their turn. They may be tossing off a spiritual weapon on the side, but they end up back in the historic support role often as they heal the front line melee folks on many rounds. It isn't as bad as the lol destination days, but it could be tweaked up a bit. I've lays felt the healing need to be passive and not require spells, etc..
Another example, at high levels, in older editions, the only powerful classes were spellcasters. Melee combatants became nothing more than buffers to protect the spellcasters once the party street to get to medium and high levels. 5E does a great job of balancing the contributions that PCS can make at various levels. The Paladin is the damage king, in my experience, with fighters second in line. A wizard may do decent damage to a lot of enemies with one of their big spells, but the great weapon master melee combatant can easily out deal the damage of one of those spells. Rogues and clerics struggle in my eyes to keep up at high levels, but the balance is generally at an all time high.
Thoughts?
For example: Through 3rd edition, the cleric often found that the best thing they could do for the party in almost all rounds of combat was to heal. My AD&D cleric reared healing spells in most of their slots. When later editions allowed us to exchange spells to heal, I prepared other spells, but spent most of them on healing anyways. 4E moved a bit away from this problem by having more sources of healing incombat, but 5E has a bit of backslide here as clerics often find that the best option for them is to heal during their turn. They may be tossing off a spiritual weapon on the side, but they end up back in the historic support role often as they heal the front line melee folks on many rounds. It isn't as bad as the lol destination days, but it could be tweaked up a bit. I've lays felt the healing need to be passive and not require spells, etc..
Another example, at high levels, in older editions, the only powerful classes were spellcasters. Melee combatants became nothing more than buffers to protect the spellcasters once the party street to get to medium and high levels. 5E does a great job of balancing the contributions that PCS can make at various levels. The Paladin is the damage king, in my experience, with fighters second in line. A wizard may do decent damage to a lot of enemies with one of their big spells, but the great weapon master melee combatant can easily out deal the damage of one of those spells. Rogues and clerics struggle in my eyes to keep up at high levels, but the balance is generally at an all time high.
Thoughts?