Personally I don't know how much that would help without actually game designThese threads are one of the reasons why I think we need more DM guidance that actually provides advice for DMs on running games, not just on rules. I've long thought there should be 5 D&D books: PHB (minus spells, a little guidance on story contribution expectations for players), MM, Magic Folio (Spells, Magic Items), DMG Rules, and DMG Guidance. DMG Guidance would cover storytelling, acting, handling players that present challenges, etc...)
It’s interesting. I’ve been running my party through Undermountain in WFRP 4e, and the bizarre thing is there is no need to rest. There aren’t per day powers and character can stitch up wounds with Heal Checks - up to a point. It’s strange to think that resting could be driven simply by being tired and not a need to refresh resources.Yes. "Combat" in 5e is tedious & that is because it's designed for an white room one off combat focus group-able test scenario that doesn't reflect how combat in actual campaigns plays out.
D&d PCs are designed to operate on a attrition based model that quickly falls to a 5mwd when there is not enough combat to adequately power the attrition treadmill. The GM can crank the difficulty of encounters to move that treadmill faster, but without even getting into class specific problems∆ caused by that, that's a fool's errand with quickly diminishing returns as new problems are created due to 5e removing so many of the mechanical hooks like vancian casting that made "we need to go all out to survive" mattering less and less without tedious encounters
It didn't need to be that way, but that is what 5e enshrined at every level of design that it could. Unfortunately 3024:chose to preserve or exacerbate as much of that as it could.
∆some builds and classes win big, others lose big and it makes a mess for the GM to solve in. System with few if any guardrails on taking those gm efforts to slingshot extreme CharOp even beyond the well known lolbroke feat/multi class combos wotc all but actively promotes as intended normal play.
If you needed to buy 5 base books to play D&D, I'd quit - and I think a lot of people would follow on that.These threads are one of the reasons why I think we need more DM guidance that actually provides advice for DMs on running games, not just on rules. I've long thought there should be 5 D&D books: PHB (minus spells, a little guidance on story contribution expectations for players), MM, Magic Folio (Spells, Magic Items), DMG Rules, and DMG Guidance. DMG Guidance would cover storytelling, acting, handling players that present challenges, etc...)
D&D is a role playing game. Characters are playing characters in a story. The story has to be told well to keep it interesting - and that requires controlling things like tempo in the narrative.
If the combat is dragging - end it. Have the bad guys run away or surrender. Or, if necessary, give the PCs a way to easily end the combat via a McGuffin in the environment (a ceiling they can collapse, for example).
In the future, design every combat to add an interesting environmental quirk that makes the combat different from other combats. Are there elevated platforms that could be used? A lava pool? Quicksand? A Roper that the PCs want to stay out of the reach of? Then build in clocks. Something will happen during the combat. Either an extra wave of enemies will arrive, a key enemy will be trying to escape, or a ceremony will be completed, or the environment will change .... something that the PCs can be trying to beat.
These are the basic tools I try to incorporate when building combats to keep them different and engaging.
I read the "climatic" as a geography/environment adjective, and was really confused at first.There are good reasons for HP bloat, such as giving a buffer for climactic monsters so they don’t drop before they can do something scary/threatening/cool. It preserves tension.
Yea of 4e's ADEU∆ design is a totally different beast with a totally different set of cost/benefit considerations that are separate from 5e's attrition model. Although I think that some of the more egregious & difficult for the GM to solve unaided wounds in 5e's attrition based design are directly blooming in the overly type efforts to shoehorn easily accessable ADEU player facing options into core§. Having those player facing hooks pulled so far that direction without even so much as a UA providing drop in optional/variant rules for the GM to drag their campaign's baseline back towards attrition with the shield of an official wotc blessing leads to a scenario where the trouble just gets worse or shifts to "I'm mad that Alice nerfed us, this can't possibly work [and I intend to prove it can't by doing nothing to adapt to her needs]"It’s interesting. I’ve been running my party through Undermountain in WFRP 4e, and the bizarre thing is there is no need to rest. There aren’t per day powers and character can stitch up wounds with Heal Checks - up to a point. It’s strange to think that resting could be driven simply by being tired and not a need to refresh resources.
That said I think that Balanced and Fun are two separate things. It’s possible for combat to be a blast simply because the character choices are I alignment.