As much as it pains me to agree with you, he really did come off as having Post Traumatic 3e Disorder. The one that really stood out for me was the reference to the Wand of Cure Light Wounds, which has yet to make an appearance in the playtest or any leaks of the forthcoming game, and would seem to be entirely at odds with the way healing is otherwise handled. That is, that healing is fairly scarce and/or a poor use of time/resources during the day, but automatic & full overnight - which looks like it may be calculated help preserve the intended 4-5 encounter/day pacing around which 5e is precariously balanced. 3.x-style WoCLW would completely disrupt that, potentially leading to harder encounters and longer days.Half the time, I thought he was actually still complaining about 3e. (esp the wealth per level guide, which doesn't exist in 5e).
It produced the intended results: a clearer, better-balanced, more approachable game that remained playable over a wider range of levels and styles.5e was a return for form after the attempt to "do something different" with 4e didn't produce desired results: to complain about it being like D&D is like complaining that an elephant isn't like a spider.
As much as it pains me to agree with you, he really did come off as having Post Traumatic 3e Disorder. The one that really stood out for me was the reference to the Wand of Cure Light Wounds, which has yet to make an appearance in the playtest or any leaks of the forthcoming game, and would seem to be entirely at odds with the way healing is otherwise handled. That is, that healing is fairly scarce and/or a poor use of time/resources during the day, but automatic & full overnight - which looks like it may be calculated help preserve the intended 4-5 encounter/day pacing around which 5e is precariously balanced. 3.x-style WoCLW would completely disrupt that, potentially leading to harder encounters and longer days.
It produced the intended results: a clearer, better-balanced, more approachable game that remained playable over a wider range of levels and styles.
That those results constituted the casus belli for the edition war could not easily have been anticipated, though, in retrospect it was inevitable.
There are indeed very old issues, and legitimate enough in old D&D, but 5e /has/ tried to address some of them, and deserves some credit for that. Sleep for instance. It was originally designed to be an incredibly good spell at 1st level, when the magic-user had only 1 spell and it /needed/ to be incredibly good, but to fade in usefulness quickly. No save, only affected very low-level monsters. 3e lost sight of that and made it a regular saving throw (albeit, one with DC based on level, so it was only effective at high level if you Heightened it). 5e got back to the original intent - the small amount of 'hp threshold' in the playtest worked perfectly, it could could automatically knock out a few low-hp monsters but rapidly became meaningless an enemies got tougher. If it were a just a save like in 3e, it'd be brutal, because saving throw DCs are based on proficiency, now, instead of spell level. Of course, the intent is mitigated by the 5e magic-user having more than one spell - and two at-will cantrips. :shrug:Still, about half his "problems" are as old as Gygax: magic missile, sleep, power words, teleport, etc....He could have saved 10,000 words by saying "I don't like D&D magic" and left it there.
Sorry, from the context I just assumed 'intended' in the system sense, not the business sense.My euphemism is too cute by half; I meant it didn't do well enough to avoid having 5e made relatively quickly.
Save or die spells are fine for those who are plenty okay with losing a lovingly detailed and carefully developed character like that. But if they’re not, then there’s a problem. Yes, I agree, only having damage, rather than save or gak, CAN be boring. But getting killed might become boring too, especially with there being no chance of failure on Revivify. It seems to me that the game would have been better served by having the save or die spells become very rare, impose some penalty, etc. Or at least just be made an option for a DM/playing group with a higher tolerance for character mortality.
What save or die spells are you talking about?
The only one in the entire Basic Rules is Disintegrate and then, only if the creature is brought to 0 hit points by the damage of it. Not too much different than just taking damage from any source (only the unconscious buffer zone is missing). A DM can easily control this one spell by not letting the NPCs have it, but even that's not necessary.
The vast majority of the save spells in the Basic Rules are take x damage if save failed, take x/2 damage if save is made. There are a few for some additional effects (like blindness for a short period or charm), but none of them are save or die.
It really sounds as though you are talking about 3E on this issue.
Huh?Finger of Death is the other

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.