D&D 5E Is 5e "Easy Mode?"

Currently complaining the design goal of being modular was not really accomplished in a way that allows those who want to have even reasonable tactics to adapt it to their purpose without very large amounts of work.
But every criticism is met on here with ad populum... so I am not expecting better.
Yeah. Heaven forbid some people think something popular can also be good. Even exceptional. Because I like 5E. As do many, many others.

Someone uttered a marketing phrase about modularity seven years ago. People interpreted it be to be something that could never actually work.

So yeah. Excuse me for being a realist that accepts nothing is perfect.
 

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Your attempt at disimissing 5e's criticisms falls short and ignores both claims from wotc that they take this kinda thing into account as well as publishing history even within 5e alone.
I am not attempting to dismiss the criticisms, sorry if it came across that way. I am just your issues are not issues for me (and others). Not sure what your saying about WotC, but their publishing pace tells me not to expect changes anytime soon - that is what I was the motivating factor for my comments.
 


That's 4 dc10 checks for concentration not one higher dc check. even if it was one attack for 20 damage it's still not even dc11 until 22 damage. You just admitted my point about how something needs to be cable of acting as a credible solo encounter in order to have any meaningful chance of interrupting with a readied action.

I never said that is was higher than a DC 10. Pay attention to what I am saying, not what you want me to say.

4 DC 10 checks is significant, I've seen that cause a caster to drop their spell. With no Warcaster and only a +2 con that is an 35% chance of failure. One in Three, and you made four attacks.

And, even if the caster doesn't get interrupted and lose concentration, they still took 20 damage. Which is significant. No caster is going to feel safe taking that much damage in a single turn.

Without opportunity attacks, the battlefield ether needs to look like the defense line at the superbowl or the party can just walk right past everything careful not to come within 5 feet & go beat down the archers who are not getting an AoO if they try to pop alice on the battlefield with their readied action. If the archers are capable of acting as a credible solo encounter... what the heck kind of crazy slog are you picturing?

The game does include opportunity attacks though. So, our melee guys running past their melee guys means they either took the long way (30 ft of movement remember) or got an attack against them to reach those archers.

Oh, and left the big melee guys of the enemy force to charge Alice. And they will probably be doing even more damage than the archers.

No mages do not have just "low hp". Mages have maxhp-1 plus an absorption shield of maxhp-1 & that absorbtion shield is fully recovered with even a single point of healing.

That reads like nonsense. I assume this has something to do with your continual hatred for long rest healing.


Remember when you talked about how alice would optimize her skills in 3.5 to have a 75% chance f making the defensive casting check? Unlike in 3.5 when there were a ton of casteriffic feats other than combat caster, 5e is pretty lacking in that array of selection. Warcaster or resilient con make that dc fairly trivial.

You know what, I'll give you that one. 5e has fewer feats for casters than 3.5.

But, you have to admit something as well. That you received far more feats in 3.5. By my reading the average wizard (of any race) gained 12 feats during their career (One at first, scribe scroll, six by gaining one every 3rd level, and four bonus feats) They also gained ability scores separate from those feats.

A wizard in 5e has a maximum of 5 feats, with all of them potentially instead being ability score improvements. So, yes, wizards have far fewer feats that improve their casting. They also get less than half the feats they used to get, and cannot improve their baseline scores without forgoing those feats.

Without any meaningful hurdles from moving around the battlefield beyond maybe one AoO if they come within reach of an enemy the archers need to be much tougher or numerous to pose any challenge to the party and the GM is still expeted to not just focus fire on squishiest to crunchiest. I'm not sure what your point here is.

You said that in 3.5 the melee needs to juggle a few different tactics. One of them being to close with the archers so they couldn't target the back line. That is still a thing. And, if you are putting no meaningful hurdles in the battlefield, that isn't the fault of the rules. Quite a few different types of hurdles exist, even beyond the simple Attacks of Opportunity.


You really don't need to be very careful about auras/aoos/etc in 5e because they were practically removed from the game. Every container no matter how mundane was given the super awesome ablity to grab what you want without provoking an AoO of the magical handy haversack. you no longer provoke an AoO by moving from one threatened square into another threatened square so using the football analogy can slingshot right around the linebacker & not be hindered until you step away to tackle the quarterback as you are tackling him.

I'm glad to see that you felt no need to talk about auras at all despite bringing them up. They still exist, by the way. Trog smell aura, since that is the one you bring up usually. Have some damage auras, difficult terrain auras.

And, do you know, you are the only person who I ever see complaining that every backpack now lets you retrieve an item without getting an attack of opportunity? Sure, it was a rule change. If you don't like it, change it back.

But, just because they changed the rules don't mean you still do not have to be careful about Attacks of Opportunity. They still exist, they still change players tactics. I've seen many many players who go to move out of an enemy square, because they don't want to be in melee with it, and when reminded the enemy will get an Attack of opportunity on them, they stop their movement and stay within the danger zone.

You seem to be of the opinion that just because the rules could be harsher, the rules do not exist. They do exist, they do effect the game. They could be harsher, but that does not make them irrelevant.

I'm not sure what this is an example of other than the fact that you felt safe chasing them down alone & splitting the party due to how forgiving 5e is to bad decisions like that. Also I'm not going to castigate you for the things you did wrong, I'm going to point out that you needed to go that far before reaching that "intense moment" & get that dramatic story. In past editions a GM could trigger that sort of intensity across the party with an encounter that does not require one player to do something that will be pretty unanimously agreed upon being a stupid decision if things fall on the wrong side of the razor's edge. Not only could they do that, they didn't need to bring a PC down to one freaking hit point to do it. Congrats on your experience, it's a shame that 5e is structured to require you to go that far before the GM can trigger such an experience.

And you care more about the fact that what I did was "poor tactics" without knowing any other details of the fight.

Let me ask you this question. What if what I did was tactically sound? What if I left out details of that fight which makes my decision to follow that group of enemies a good decision, if risky? Would you still say it was a shame that DnD 5e wasn't deadlier to force us into this position under different circumstances?

You actually have very little information about the enemy, where we were, why we were fighting them, or anything else. You are just going forward with the assumption that I had to play stupidly to get a dramatic moment, where as in another edition I would not have had to be stupid, it would have been dramatic.

And, the point of the example was how even one Attack of Opportunity could be significant. That wasn't even the only attack of opportunity that night. We procced quite a few of them, because we felt the attacks were worth it in the context. While, you seem to be content with declaring that only a single attack could never be significant enough to change a parties tactics.

changing spells to one minute cast time is a gigantic disruption to balance. how do you intend to alter spells to account for a ten round casting time?

Read your PHB again. I didn't change a single rule for Conjure Elemental. It always takes a minute to cast.

My point was, just like she wouldn't stand up to cast a 1 minute spell that leaves her vulnerable to attack, she isn't going to stand up and cast a 1 round spell that leaves her vulnerable to attack. That's why I was quoting your big list of spells that would take a full round to cast.


You can houserule anything you want & it's a whole lot easier to houserule with fewer problems to apply something complex that exists in place of something els that exists. 5e DMs can not do that because the complex does not exist. You only need to compare the AoOs of past editions to 5e & look at the absurd flanking/facing section in the gm.

I'm going to cut this here. Because guess what? All the rules I mentioned in my 5e example are rules that exist already in the game.

You are focused on Attacks of Opportunity, but your own house rule example, by your own admission didn't use them.

You said that the 3.5 DM might houserule that fireball goes from a single action to a round, because of the setting. Allowing everyone in the room to take their turn before the spell goes off.

Fine, if the 3.5 DM can houserule, so can the 5e DM. Everyone rolls initiative, and she is counted as having the Fireball spell readied until her turn. Those rules exist, I have created nothing, all I have done is lengthen the casting time in the exact same manner as the 3.5 DM. With fairly equal results.

So, casting a fireball during the meeting is essentially the same in both games. Especially since you yourself pointed out, you can't make AoO's unarmed unless you are a monk. So, AoO's had nothing to do with your original point.

You only need to look at all the bad faith or bad service half baked variant rules presenting themselves as solutions to a gap in 5e's design to see why "just fix it(and design homebrew 6e)" is an absurd claim to make when even wotc made choices in design that left them not bothering

I've addressed this.

It isn't bad faith, it isn't bad service. Most of the variant rules clearly state what they are accomplishing and accomplish those goals.

You want something that goes beyond that. If you want things that are outside the rules, you have to either find someone who did it already, or make it yourself.

Stop blaming the designers because you don't want to put in a tiny fraction of the work they did.
 

Quite a few different types of hurdles exist, even beyond the simple Attacks of Opportunity.
Well yes I think picking attacks of opportunity as the likely thing to increase AS an adjunct tool along side Flanking (with advantage more intense than ever) and ubiquitous Charging back (and a few other elements maybe). Is enemies are sort of "umm I am going to use that word again its fun" ubiquitous to the fight scene.
 
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Correlation does NOT equal causation bringing it up to quiet complaints is a double fallacy. Popular can be good... can also be right place right time

True. It's partly timing. But if it were a crap game I see no way it would ever be as popular, certainly not year after year. It's certainly not the steaming pile of doggy-doo-doo some people imply.

I get it. You prefer a different style and implementation. But after a certain point the complaints just get old.

Anyway if you ever want to actually discuss changes that are possible instead of just accusing the devs of being lazy I may pipe in again. Until then ... or until I can't hold back the next rant ... have a good one.
 

Most of the variant rules clearly state what they are accomplishing and accomplish those goals.
I disagree that they do that consistently because some focus too narrowly on a small picture when the reason one might want them are bigger. But I think there is not much more to be said on that either.
 

True. It's partly timing. But if it were a crap game I see no way it would ever be as popular, certainly not year after year. It's certainly not the steaming pile of doggy-doo-doo some people imply
Oh certainly don't take any thing I say to imply that I mean I probably wouldn't be talking about it at all if I thought that.
 

Not that I want to fully open that can of worms, but I do want to point out that Railroading has it's place.

Honestly, when I go to Gencon or Origins, I expect to be railroaded a bit. I paid money for a 4 hour game session, I'd much prefer to have a clear goal and clear set of rails to follow than some of the games I have experienced where we literally accomplished nothing, because it was an empty sandbox and there was nothing to accomplish.
I think we can all acknowledge that Con games or other one-session wonders are a different type of animal than what we're generally discussing here, which is the ongoing home game or similar.

See, I don't think it all evens out in the end. Especially considering how much more powerful casters are supposed to be. I mean, in Shadowrun it is practically a rule "Gank the Mage".
Which means ye olde Mage needs to take some anti-Ganking steps, hm? :)

And, I've been the on the receiving side (and seen a lot of my friends do similar) where nothing I do for an entire combat or an entire session fails. And it sucks, and it makes me bitter and angry, because I have good ideas of what I want to accomplish, and I'm just flailing around uselessly while my teammates get stomped.

Happens in 5e, happened in 4e with my Storm Sorcerer who pretty much always missed (I literally do not have a single memory of him making a big, successful attack on any opponent, despite being built as a massive damage dealer. And it was a 2 year game.)
These just sound like bad luck.

And, come to think of it, much of what's been discussed here boils right down to attempts to mitigate or ignore player-side bad luck in what is at its core a luck-based game. But nobody ever talks about trying to mitigate or ignore player-side good luck, because anyone who does is shouted down as a killjoy or bad DM or whatever.

I've had both types of long-term characters over the years: those that were always lucky, and those that just couldn't buy a break but kept (or keep) slogging on regardless.

My take is that you just gotta accept the bad with the good. :)
 

I never said that is was higher than a DC 10. Pay attention to what I am saying, not what you want me to say.

4 DC 10 checks is significant, I've seen that cause a caster to drop their spell. With no Warcaster and only a +2 con that is an 35% chance of failure. One in Three, and you made four attacks.

And, even if the caster doesn't get interrupted and lose concentration, they still took 20 damage. Which is significant. No caster is going to feel safe taking that much damage in a single turn.



The game does include opportunity attacks though. So, our melee guys running past their melee guys means they either took the long way (30 ft of movement remember) or got an attack against them to reach those archers.

Oh, and left the big melee guys of the enemy force to charge Alice. And they will probably be doing even more damage than the archers.



That reads like nonsense. I assume this has something to do with your continual hatred for long rest healing.




You know what, I'll give you that one. 5e has fewer feats for casters than 3.5.

But, you have to admit something as well. That you received far more feats in 3.5. By my reading the average wizard (of any race) gained 12 feats during their career (One at first, scribe scroll, six by gaining one every 3rd level, and four bonus feats) They also gained ability scores separate from those feats.

A wizard in 5e has a maximum of 5 feats, with all of them potentially instead being ability score improvements. So, yes, wizards have far fewer feats that improve their casting. They also get less than half the feats they used to get, and cannot improve their baseline scores without forgoing those feats.



You said that in 3.5 the melee needs to juggle a few different tactics. One of them being to close with the archers so they couldn't target the back line. That is still a thing. And, if you are putting no meaningful hurdles in the battlefield, that isn't the fault of the rules. Quite a few different types of hurdles exist, even beyond the simple Attacks of Opportunity.




I'm glad to see that you felt no need to talk about auras at all despite bringing them up. They still exist, by the way. Trog smell aura, since that is the one you bring up usually. Have some damage auras, difficult terrain auras.

And, do you know, you are the only person who I ever see complaining that every backpack now lets you retrieve an item without getting an attack of opportunity? Sure, it was a rule change. If you don't like it, change it back.

But, just because they changed the rules don't mean you still do not have to be careful about Attacks of Opportunity. They still exist, they still change players tactics. I've seen many many players who go to move out of an enemy square, because they don't want to be in melee with it, and when reminded the enemy will get an Attack of opportunity on them, they stop their movement and stay within the danger zone.

You seem to be of the opinion that just because the rules could be harsher, the rules do not exist. They do exist, they do effect the game. They could be harsher, but that does not make them irrelevant.



And you care more about the fact that what I did was "poor tactics" without knowing any other details of the fight.

Let me ask you this question. What if what I did was tactically sound? What if I left out details of that fight which makes my decision to follow that group of enemies a good decision, if risky? Would you still say it was a shame that DnD 5e wasn't deadlier to force us into this position under different circumstances?

You actually have very little information about the enemy, where we were, why we were fighting them, or anything else. You are just going forward with the assumption that I had to play stupidly to get a dramatic moment, where as in another edition I would not have had to be stupid, it would have been dramatic.

And, the point of the example was how even one Attack of Opportunity could be significant. That wasn't even the only attack of opportunity that night. We procced quite a few of them, because we felt the attacks were worth it in the context. While, you seem to be content with declaring that only a single attack could never be significant enough to change a parties tactics.



Read your PHB again. I didn't change a single rule for Conjure Elemental. It always takes a minute to cast.

My point was, just like she wouldn't stand up to cast a 1 minute spell that leaves her vulnerable to attack, she isn't going to stand up and cast a 1 round spell that leaves her vulnerable to attack. That's why I was quoting your big list of spells that would take a full round to cast.




I'm going to cut this here. Because guess what? All the rules I mentioned in my 5e example are rules that exist already in the game.

You are focused on Attacks of Opportunity, but your own house rule example, by your own admission didn't use them.

You said that the 3.5 DM might houserule that fireball goes from a single action to a round, because of the setting. Allowing everyone in the room to take their turn before the spell goes off.

Fine, if the 3.5 DM can houserule, so can the 5e DM. Everyone rolls initiative, and she is counted as having the Fireball spell readied until her turn. Those rules exist, I have created nothing, all I have done is lengthen the casting time in the exact same manner as the 3.5 DM. With fairly equal results.

So, casting a fireball during the meeting is essentially the same in both games. Especially since you yourself pointed out, you can't make AoO's unarmed unless you are a monk. So, AoO's had nothing to do with your original point.



I've addressed this.

It isn't bad faith, it isn't bad service. Most of the variant rules clearly state what they are accomplishing and accomplish those goals.

You want something that goes beyond that. If you want things that are outside the rules, you have to either find someone who did it already, or make it yourself.

Stop blaming the designers because you don't want to put in a tiny fraction of the work they did.
The fact that it is only a dc10 check with 10.5 being average for a d20 is incredibly relevant & shows that making a dc10 check is trivial as you felt was oh so important when you talked at length about Alice's chance to make a dc15 efensive casting check. The point is that it's an easy check.

Your confusion over the absorption shield built into 5e indicates a poor understanding of 5e's rules. If you are legitimately confused rather than putting on an act
No mages do not have just "low hp". Mages have maxhp-1 plus an absorption shield of maxhp-1 & that absorbtion shield is fully recovered with even a single point of healing.

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I was under the impression that you have some experience with 5e, perhaps I was mistaken,
The idea of just putting hurdlesonto the battlefield to make up for the fact that wotc screwed the pooch and provided tactical rules that are anything but on dmg251/252 after neglecting to include them in the phb ignores the fact that such things are far less reactive & require significantly more effort on the part of a gm to make up for that dropped ball. Auras are not a solution to the lack of AoOs or tactical combat. A damage aura makes attacking something in melee painful & unless very powerful has very little impact on someone looking to walk or dash past the offesive line in football terms. That you would suggest thetrog aura in this situation seems to indicate that you have no idea what it does
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That literally has zero effect after one round, gives a very good chance of simply ignoring it the rest of the fight, & is nowhere near being able to provide the sort of threat that goes with AoOs with tactical combat present in older versions.

Players in 5e do not need to be careful of provoking AoOs while moving around the battlefield because they changed to A ranged attacks while threatened by melee rather than a wide array of skills abilities and actions & B retreat from an opponent without disengaging rather than move from one threatened square without taking a 5 foot step/shifting to allow the use of your full movement. "Someone could be careful about it" is not the same as "There are mechanical reasons why it is important to be careful about them"

It doesn't matter if what you did is tactically sound or not in regards to the fact that 5e didn't bother to include tools for the gm to invoke those sort of emotional moments during combat without excessive effort, railroading, and/or homebrew on the GM's part. when talking about changing how standard action spells worked in 3.5 to work like 1 round action spells worked being a possible change that one could make... the fact that conjure elemental takes minute (TEN rounds) irrelevant because the amount of work needed to apply such a thing as broadly as discussed would require absurd amounts of system rework. The fact that the spell takes one minute to cast was never in question

The focus on AoOs is important because they were part of a collection of rules that worked together as a system to form tactical combat & wotc ignored the role they played within that larger system in the name of simplification in 5e. You can't simply add them back in as a trivial change because that system needs to touch & interacts with too many other parts of the game itself in order to function as a whole
 

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