Eh... I dunno... the G is only 1/3rd of 'RPG'. So it's probably only 33% as important.I prefer the RP part too personally. But technically the G is just as important.

Eh... I dunno... the G is only 1/3rd of 'RPG'. So it's probably only 33% as important.I prefer the RP part too personally. But technically the G is just as important.
There is also a baby and a bathwater scenario here. Its important to drill in on what people didn't like about the 4e solution.
1) Is it that they didn't like 4e in general, and so the fixes here (which were "good") were tossed out?
2) Is it that people like the mechanics and flavor of encounter and daily abilities? (this is often one that gets noted about fighters, why does a fighter have a "daily")
3) Is it because the solution didn't actually work? (people still feel they have to nova and rest after each encounter)
etc etc.
I think the core of what was done is the correct approach. Again, the game should be encounter based, not attrition based on a day of time. Now maybe 4e got some things with that model right and so things wrong, but that shift in the focus is what is important and should be reiterated on. 5e tossed that out the window to its determint imo.
Yep. Which to me just logically goes back to daily resets for abilities instead of long and short rests. You could even have weekly abilities at mid to hig level.Wow, 20 rounds of combat between long rests, with combats assumed to last about 3 rounds means they were expecting approximately 6 or 7 combats between long rests.
Which is what the 2014 DMG recommended.
Which is what a lot of us have been saying for the past 10 years.
So daily and weekly abilities. Just like with 5e gritty rests...Yep. Which to me just logically goes back to daily resets for abilities instead of long and short rests. You could even have weekly abilities at mid to hig level.
Or (cough).
Ehh, you might think so, but the people that hated 4e are a much smaller portion of 5e’s audience than people who never even played 5e. It therefore doesn’t really hold up to assume that those new players specifically appreciate the design choices that were made in reaction to 4e’s reception. Indeed, many of the things 5e players say they wish 5e did differently, are things 4e did, and appreciate in the design of 5e-adjacent systems like Draw Steel are directly inspired by 4e design.
Yep, cause 4e was designed excellently. Just presented in a way that turned a lot of players off.Not to mention a lot of the adjustments to this very topic in 5.24 (along with other design choices) also bring things back towards the 4e style of encounter design.
Minor point of order:If they had instead kept it balanced the way 1e to 3e were
D&D makes a ton of money. There is no problem to be fixed.The result is an absolute boatload of money. Wide audience = lots of purchases.
Even if they create gameplay problems in the process, D&D fans who actually care enough about those problems to notice them are more likely to buy product and complain than abandon the brand and play something else.
I will quote myself from earlier in this thread.However, I really do not think making everything encounter based is good direction. It has a lot of issues both from gameplay and verisimilitude perspective. Like I said before, without attrition only cost fights can have is death, and once you can resurrect characters, a TPK. And if you don't want super lethal game where characters die every sessions, most fights become meaningless. You roll dice use abilities that do not cost longer lasting resources and then you win. So what was the point? It also has the weirdness keying things to "an encounter" that is really not qualifiable in-universe, and that cause issues with verisimilitude.
didn't (most methods of) healing in 4e burn your healing surges to function? so while most encounters are self contained ultimately they ARE grinding down your resources, as well as any dailies you burn.True. And I think there certainly were some viable babies in that 4e bathwater.
However, I really do not think making everything encounter based is good direction. It has a lot of issues both from gameplay and verisimilitude perspective. Like I said before, without attrition only cost fights can have is death, and once you can resurrect characters, a TPK. And if you don't want super lethal game where characters die every sessions, most fights become meaningless. You roll dice use abilities that do not cost longer lasting resources and then you win. So what was the point? It also has the weirdness keying things to "an encounter" that is really not qualifiable in-universe, and that cause issues with verisimilitude.