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D&D 5E Historical Problems and 5E

...character creation was less of a design issue (what do I want this character to be at 10th level) and more of a hodgepodge of their experiences.
This is and always has been my preference by far: come up with a characterization to start with and then just let it develop over time...see where it goes.

Lan-"over 8 levels I went from a drunk boorish fighter with no morals to a slightly more sober boorish fighter with only a very few morals with which no-one else agrees"-efan
 

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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?

Hmmm.

It's fixed some "problems" and created others. Here I will list only problems that 5E has fixed or alleviated. The things that weren't broke until 5E "fixed" them are not listed.

* Thieves being annoyingly bad at things they should be good at, like Open Locks and Move Silently: sort of fixed, mostly by making almost everybody good at them. (Anyone can learn Thieves Tools proficiency via background almost a well as a thief.)

* Thieves having no real niche because they're bad in combat and worse than wizards outside of combat: fixed, by making thieves^H^H^H^H^H^H^Hrogues better in combat.

* Magic items too central to gameplay. It's not fun to be the guy whose whole identity is basically wrapped around his magic sword, without which he is nigh-useless--or rather, it's fun only every once in a while. Fixed: in 5E they are almost entirely optional.

* Level limits are not fun to play with. Fixed by removing them entirely. I would have preferred a softer fix (e.g. diminishing returns to XP beyond the level limit) but the 5E version is adequate.

* Monsters don't have stats listed except Intelligence. Makes it hard to judge e.g. their carrying capacity or ability to walk a tightrope, so gameplay leverages saving throws for inappropriate things. Fixed by giving all monsters all six ability stats. Fix is vitiated by the fact that the stats aren't particularly well-chosen for anything but combat. Do I really believe that a Fire Giant is supposed to be only marginally better at opening stuck mayonaise jars (Strength check) than a high-level Fighter? Not really. This fix is okay, nice to have, but needs a lot of DM work still to finish the job.

* 5E does a good job of explaining why towns can exist in D&D-land. Due to bounded accuracy, humans with longbows are absolute murder on animals like wolves, displacer beasts, T-Rexes, even trolls; even a small town guard of a dozen or so (dedicated, professional) horse-archers could secure an area big enough for a moderate-sized town to cultivate.

* Stat rolling is much gentler in 5E. Because the slope of the stat curve is much gentler, and because stats increase as you level up anyway, even a relatively punishing stat generation technique like 3d6 in order is more fun than it would be in 2nd edition. I think. Or it could just be that I'm older and less munchkin than I was back then--but I think it does help that the stakes are lower. Rolling all 18s in 5E simply isn't as good as it would be in 2nd edition.

I think that's pretty much it.
 

We're not experiencing that with our cleric. 5E has multiple ways to heal for everyone. Sounds like the party isn't using their hit dice and short rest like they should. Is the fighters using their second wind?
 

This is the biggest thing I have noticed. Though, I am not entirely sure if it's a great thing. I am DMing a small party currently and by no means would I say they required magical weapons to keep up with even challenging encounters. Even creatures that take half damage from non magical items or resistance to damage that the party produces (one of the biggest hitters currently is the moon druid) simply last a few more rounds than other creatures of equivalent CR. I feel as if my players still expect magical gear from prev edition experiences but honestly with their power level and strategic fighting (they barely ever fight a fair fight) then I inclined to be really stingy.

With that being said I think your typical group of murder hobos would do just fine against challenging encounters with no magical items.

So, I suppose it's not really relevant to OP really but yeah I feel as if 5e took magical weapons from being a necessity.

Luckily the attunement part of magic items makes most players be more selective of what they keep.
 

I didn't like the way 4e catered to the generation raised on video games. Anything other than combat was over-simplified, and party composition centered around roles (striker/tank/controller, etc)... woe be unto the party that didn't meet the "ideal" character mix. As a DM,it made encounter-creation very easy on me, but in my world not everything is solved at the point of a sword and 4e fell apart if you weren't rolling initiative. 5e has pretty much addressed those issues, I think.

Hold on there- I ran 4e for its entire lifespan, and I don't know that I ever had an ideal mix of roles in the party. And the groups did fine. As for not-combat being oversimplified, what about skill challenges?
 

My clerics though all editions were always decked out in full plate and on the front lines. In my gaming experience back to 1e the clerics were rarely standing around waiting to heal.
 

A couple of things that were problems for me in the last few editions that 5e has alleviated/eliminated:

1. The magic item Christmas tree requirement. No more. Nobody ever needs a magic item to keep up.

2. Sllllllooooooooooooowwwwwwwww combat, especially at high levels. When 1 round can take an hour or more, ugh.
 

1E. Different charts for each class. Rules all over 3 books. The E.G.G. needed an editor.
2E. Just enough changes to throw out 10 years of learning the system.
 

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