Only difference is, in 3e, leveling by xp was kind of still norm. In 5e, people switched to milestones for the most part. When you level by XP you are more incentivised to fight, to squeeze extra encounter or two in a day so you can hit those last few XP's you are short of level up (cause leveling characters mid game is waste of time). It punished you for creatively resolving problems without use of violence. Milestones puts story first. If you can hit your story objectives without fights, great, you still get level up reward.XYZ encounters per day was a bad idea in 3E as well. Idea hung around for to long.
Or playing a different game that doesn't assume they don't know what they're doing. Would have been nice if the books said any of this though.I would say that “easy mode” was the secret sauce that made 5e so attractive to casual gamers. They wouldn’t have taken up D&D if they were dying on a regular basis.
Sure, hardcore gamers are going to grumble about it, but commercially they don’t really matter (and if they are really as hardcore as they think they are they should be capable of fixing it themselves).
I don't know if that's true. You still get xp for overcoming encounters even if you don't kill the monsters.Only difference is, in 3e, leveling by xp was kind of still norm. In 5e, people switched to milestones for the most part. When you level by XP you are more incentivised to fight, to squeeze extra encounter or two in a day so you can hit those last few XP's you are short of level up (cause leveling characters mid game is waste of time). It punished you for creatively resolving problems without use of violence.
And a tighter design might disrupt that whole spectrum.Serendipity. The game proved easier than the designers originally intended, and that was popular, so everyone kept quiet about it.
Or playing a different game that doesn't assume they don't know what they're doing. Would have been nice if the books said any of this though.
Only difference is, in 3e, leveling by xp was kind of still norm. In 5e, people switched to milestones for the most part. When you level by XP you are more incentivised to fight, to squeeze extra encounter or two in a day so you can hit those last few XP's you are short of level up (cause leveling characters mid game is waste of time). It punished you for creatively resolving problems without use of violence. Milestones puts story first. If you can hit your story objectives without fights, great, you still get level up reward.
Example: You had rolevplay heavy session resolving courtly intrigue to gain favor of local noble
3e - 0 fights=0 xp, depending on the mood, DM might give you some xp for "good role play". You are step closer to achieving story goals, but not any closer to gaining that sweet level.
5e - 0 fights. But you moved story forward in impactfull way. You are step closer to achieving your goal in story, but also step closer to gaining that sweet new level.
That is not true. The 3.5e DMG had about two pages about both ad hoc XP rewards and story-based awards, both for non-combat encounters and for achieving mission goals, and also discussed the need to adjust treasure rewards accordingly to make sure a big XP boost doesn't come without the appropriate amount of treasure, leaving you underequipped when you level up.Only difference is, in 3e, leveling by xp was kind of still norm. In 5e, people switched to milestones for the most part. When you level by XP you are more incentivised to fight, to squeeze extra encounter or two in a day so you can hit those last few XP's you are short of level up (cause leveling characters mid game is waste of time). It punished you for creatively resolving problems without use of violence. Milestones puts story first. If you can hit your story objectives without fights, great, you still get level up reward.
Example: You had rolevplay heavy session resolving courtly intrigue to gain favor of local noble
3e - 0 fights=0 xp, depending on the mood, DM might give you some xp for "good role play". You are step closer to achieving story goals, but not any closer to gaining that sweet level.
5e - 0 fights. But you moved story forward in impactfull way. You are step closer to achieving your goal in story, but also step closer to gaining that sweet new level.
If a sizable portion of your player base is not playing the game to your settings....than yes that is a design flaw.Did WotC make a design mistake with 5e's encounter balance? Yes. Is it their fault if people ignore the stated design and run the game incorrectly? No. WotC made the mistake of designing in the balance in a way that a lot of people don't like, but people are responsible for their own choices. That makes their CHOICE to run the game contrary to the design intent their fault, not WotC's.
That's what it means when I say they made a mistake, yes. What is not their fault, is people CHOOSING not to follow the design. WotC is not responsible for your(general you) choices.If a sizable portion of your player base is not playing the game to your settings....than yes that is a design flaw.
We don't know if the playtesters consistently ignored the rules or not on this.For example, in boardgame design one of the most important elements is blind playtesting. Where you watch the players play with 0 interaction (and sometimes you don't even want that, and maybe take reports from them when there was no recording, just to ensure they are playing 100% the way they would if you weren't there).
If you find that players are consistently ignore rules or playing in a way you did not expect....you HAVE to take that into account. Either you need to accept that, and decide the game will work that way....or you have to change rules, guides, whatever to curb that behavior. While of course there will always be a few outliers, again if your seeing a CONSISTENT deviation from your design expectations....if you don't account for that you are setting up your project for failure.