I know I've seen that quote in the World of Warcraft community, so it's been around for awhile."Given the opportunity, players will optimize the fun out of the game." Paraphrasing.. who was that? Matt Colville maybe?
I know I've seen that quote in the World of Warcraft community, so it's been around for awhile."Given the opportunity, players will optimize the fun out of the game." Paraphrasing.. who was that? Matt Colville maybe?
Yes, you could deteriorate down the condition track and that imposed an increasing penalty on attacks, defenses, and skill checks as you moved down the track until you got KOed. You usually got moved down the track for taking damage greater than your damage threshold which was based on your Fortitude Defense (with some minor mods) in a single hit. A stun-setting blaster and some Force powers could push you down the track further than basic damage would.I'm not sure if we're thinking of the same thing, but Star Wars: Saga Edition had a little track where you'd deteriorate as you got wounded. I guess you could think of it as exhaustion, in 5e terms. I don't recall how it applies here, though.. it's been decades since I looked at my SWSE books so I don't remember everything about it. But to be fair it was a pretty solid game.
Ehhh....static damage actually could rise higher in AD&D for martials due to increased Str damage bonuses and specialization. The difference is that while you can assume a 20 stat eventually in 5e, it's hard to say what a "normal" character could achieve in AD&D, since "stat goes up" is pretty rare.Damage was also much lower in 1e and 2e. 3e brought in an increase in damage and hit points.
Sid Meyer (of Civilization fame) I think originated the quote.I've seen that in every genre in some way or another for years, I'd be shocked if that was his originally.
All healing spells had their dice doubled in the new rules.Huh. Having not switched to 5.5e, I didn't realize that healing had been buffed. I thought the whole point of increasing monster damage was to bring them more in line as level appropriate challenges so that folks didn't have to throw deadly+++ encounters at the party to challenge the PCs.
The spell list -really- needs to have a lot of the tradition cut out of it...
The tripod of 5e's design hindrances
Aka building the whole game around a simple, new user, version of Vancian casting and ignoring anything else.
- Adherence to Tradition
- Simplicity for new players
- Not using the subsystems
Wow, that is the most elegant expression I've ever seen of the core tension in 5e.
Having played a lot of AD&D and B/X (via OSE) in the past couple years, I think that the main failing of 5e (and that's relative - the game obviously has done very well) is the mismatch between AD&D play patterns with 3e/4e mechanical conceits.
The core math of 5e comes from 4e, yet the game play loop is far older. I think one of the big issues is that the iconic adventures tended to look and play like AD&D ones, even 3e stuff like Forge of Fury. Those adventures all emphasized the dungeon as the opponent, yet I think DMs these days tend to focus on specific encounters.
Oddly enough, when AD&D tried to do the boss monster thing it didn't work great IME. Lolth was supposed to be the boss monster of the GDQ series, but her measily 66 hit points - even when backed with AC -10 - weren't enough to survive a round against a reasonably equipped 14th level party.
I see this said often "buckets of hp". Were monsters deal in 1 turn in older editions? Because in my experience, even monsters with "buckets of hp" die in 3 rounds of combat. Less, usually. PC's also deal buckets of damage (which is fun). Is this an actual problem in 5e?
Just wanted to specifically call out that this actually gets to the heart of the matter that Mearls, unfortunately, doesn't actually reach with his analysis. He stops short, and stays focused on band-aids, rather than trying to address the problem itself. You are quite right that this is a friction point. It's one D&D's designers have only once recognized, and unfortunately even then they balked at solving it and instead just hoped folks would be happier with a system that stuck to one lane and did it well.
‘Buckets of hp’ seems off as I have it on good authority that combats are over in 3 rounds. They can’t have too much hp if that’s the case.
I generally agree that a track that makes the effect stronger over rounds is better than pure shut down spells and effects.I'm a fan of the track methods and the like. A solo might escape Force Cage but be slowed, etc. Enough focus fire of hard control should eventually land, but it's dull to one-shot a boss without any special planning.
When I ran 4E games I converted all monster stuns to daze+something to avoid giving players a non-turn.

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