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How Long Does It Take to get Sick of an Edition?
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<blockquote data-quote="Eric V" data-source="post: 7642335" data-attributes="member: 6779717"><p>This is a good description for what's going on in our groups. For each previous edition, we switched when the shiny new one came out; this is the first edition that we're going to drop* before the next iteration comes out. It's true that the stories should take precedence, and that can be done with any system, so it's just about the game (by which I mean, the product sold by WotC) itself. In that...it's just not doing it for our group, on both sides of the screen. We feel more "sameness" in this edition than any other before (yeah, even 4e); could be the virtually identical spell lists, the available actions, and probably more. Because it's a "greatest hits" D&D, it tries to be a lot of things but ends up being weirdly counter to itself; for example, magic items are completely optional, but the section on magical items in the DMG goes from pages 135-227 (29% of the book for one aspect)...that's a lot of space for something to just throw out. It also goes against all the culture of all previous versions of D&D. Yet...for balanced encounters, you need to make them really rare, because a lot of defense for monsters is their resistance to non-magical weapons; it makes a <em>huge </em>difference.</p><p></p><p>Mind you, with attunement, once players get certain items, additional items are not very tempting. My players have bemoaned how in previous editions (going all the way back to 1e) getting treasure was a huge thing to look forward to, but now...not really. And that's weird for players who have been playing every edition of D&D for over 30 years. </p><p></p><p>From the DM side, using casters is a huge pain (especially if there are multiple) and while bounded accuracy is great in theory (I loved it when it was introduced) in practice...that's a lot of bookkeeping. My last fight with spellcasters required so much prep beforehand (looking up all the spells), and as for BA...my group fought a gnoll warband and some demons. They banished the marillith, killed the vrocks, and while there were over 20 gnolls...it was just a lot of rolling to miss. Sure, BA worked in that one in every 8 attacks hit, but it wasn't a real danger. 5e makes challenges through numbers and I'm not saying it doesn't work, but it requires more work than is fun for our group. I need something easier to DM.</p><p></p><p>So, as for the original inquiry, I guess the answer is 5 years. We're going to wrap up the story of our current 5e game then move to another system. It's weird because it means we probably won't play D&D again*, since I really believe 5e's success means another edition won't come out. Minor changes, maybe, but the evergreen concept means I won't see "6e" or anything like that in my lifetime. I really believe that. It's so popular.</p><p></p><p>*Never say never though; I bought all the AiME books and they're fantastic. In a low-magic setting like Middle-Earth, a lot (but not all) of the issues we have with the system might disappear. I guess we'll see.</p></blockquote><p></p>
[QUOTE="Eric V, post: 7642335, member: 6779717"] This is a good description for what's going on in our groups. For each previous edition, we switched when the shiny new one came out; this is the first edition that we're going to drop* before the next iteration comes out. It's true that the stories should take precedence, and that can be done with any system, so it's just about the game (by which I mean, the product sold by WotC) itself. In that...it's just not doing it for our group, on both sides of the screen. We feel more "sameness" in this edition than any other before (yeah, even 4e); could be the virtually identical spell lists, the available actions, and probably more. Because it's a "greatest hits" D&D, it tries to be a lot of things but ends up being weirdly counter to itself; for example, magic items are completely optional, but the section on magical items in the DMG goes from pages 135-227 (29% of the book for one aspect)...that's a lot of space for something to just throw out. It also goes against all the culture of all previous versions of D&D. Yet...for balanced encounters, you need to make them really rare, because a lot of defense for monsters is their resistance to non-magical weapons; it makes a [I]huge [/I]difference. Mind you, with attunement, once players get certain items, additional items are not very tempting. My players have bemoaned how in previous editions (going all the way back to 1e) getting treasure was a huge thing to look forward to, but now...not really. And that's weird for players who have been playing every edition of D&D for over 30 years. From the DM side, using casters is a huge pain (especially if there are multiple) and while bounded accuracy is great in theory (I loved it when it was introduced) in practice...that's a lot of bookkeeping. My last fight with spellcasters required so much prep beforehand (looking up all the spells), and as for BA...my group fought a gnoll warband and some demons. They banished the marillith, killed the vrocks, and while there were over 20 gnolls...it was just a lot of rolling to miss. Sure, BA worked in that one in every 8 attacks hit, but it wasn't a real danger. 5e makes challenges through numbers and I'm not saying it doesn't work, but it requires more work than is fun for our group. I need something easier to DM. So, as for the original inquiry, I guess the answer is 5 years. We're going to wrap up the story of our current 5e game then move to another system. It's weird because it means we probably won't play D&D again*, since I really believe 5e's success means another edition won't come out. Minor changes, maybe, but the evergreen concept means I won't see "6e" or anything like that in my lifetime. I really believe that. It's so popular. *Never say never though; I bought all the AiME books and they're fantastic. In a low-magic setting like Middle-Earth, a lot (but not all) of the issues we have with the system might disappear. I guess we'll see. [/QUOTE]
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