D&D General Mike Mearls says control spells are ruining 5th Edition

And I say a game which is designed to make this happen even a tenth of the time is a badly-designed game. Like it is literally, objectively bad at being a thing you play. Because you literally don't play it a large portion of the time. You just sit there, completely disengaged, until you're allowed to start doing things again.
If you become completely disengaged when your character isn't or can't be involved, as opposed to staying engaged and entertained by what's happening even though you're not actively participating, that's entirely your choice. It's not the fault of the game designers.
Can you imagine if any other entertainment medium were like that?

Your TV show stops at random for 20-minute intervals. Congratulations! You're getting the real-life fact that sometimes things are boring or disengaged for no reason!
TV shows are randomly interrupted for two-minute intervals all the time. We're just used to it as ad breaks have been a thing since forever, but they're still interruptions.
Your music gets interrupted by a five-minute interlude of high-pitched static. Because it's a Real Life Fact that sometimes you don't get to hear the whole song.
In other words, music on youtube.
You go to a play, and after the intermission, a third of the audience is told they are not allowed back in until the final 20 minutes of the second act, because it's a Real-Life Fact that sometimes you don't get to see everything you wanted to see.
Side note: that would be a cool bit of interactive theater, where different parts of the audience somewhat randomly got to see different parts of the play (maybe even simultaneously on different stages) until the last act where everyone came together and it all suddenly made sense.

But note that here - as with the D&D game - the audience's expectations would have to be set ahead of time so they know what they're signing up for.
But this is again the exact same rhetorical trickery I called out. You are using "It is a fact that some things won't involve you" as though that were identical to, and justifying of, "You need to be okay with being completely excluded for long stretches of time."
There's a significant difference between "not being involved" and "completely excluded". "Completely excluded" implies that when your character gets paralyzed or goes down you-as-player get kicked out of the room and can't interact with your friends at the table until-unless your character snaps out of it or gets revived/healed, nor can you watch and learn the fate of the rest of the party. This is not the case in reality at any table I've ever heard of.

If I'm a hockey player I'm not involved in the play at every moment; in fact if it's an organized league game, odds are I'll spend more time sitting on the bench watching (and catching my breath!) than skating around on the ice playing.
The reasoning does not follow. The argument is not valid. The fact that some positive integer number of moments will occur during which your participation is not relevant (or perhaps even not possible!) has nothing, whatsoever, to do with whether it is good or bad to have frequent, lengthy periods where you don't get to participate in the game while others do, especially when that's purely the result of randomness.
I'd rather it be the result of randomness than the result of a pattern, but that's just me I guess.
Then the GM is doing their job outright wrong if they are regularly making one or more players completely disengaged. That is, literally, being the exact antithesis of entertained: being bored out of your mind and unable to do anything, desperately seeking something to keep you occupied while you wait to participate again.
The GM is doing the job outright correctly if, when playing one or more intelligent party foes, she gives said foes the best chance to win - or at least survive to fight another day. Often, that best-chance option means taking out the opponents (the PCs, in this case) one at a time when possible in descending order of real or perceived threat, which inevitably means that if the foes are doing at all well then someone's character is going down early and, ideally, staying down for at least the rest of the fight.

Remember: this is war, not sport.

Or would you rather GMs intentionally play their intelligent monsters and NPCs sub-optimally for metagame reasons?
Ah-ah-ah! No. Your argument specifically depends on never skipping over this sort of thing. Otherwise, you would have to admit that some Real Life Facts aren't actually justification for specific actions or events being included in play. Your argument's structure is:
P) Some mechanics can cause players to frequently be disengaged for extended periods.
Q) It is a real life fact that some events do not involve you.
{Unstated premise R: Things that are real life facts need to be included in the game.}

C: Mechanics that cause players to frequently be disengaged for extended periods need to be included in the game.
P1) Some mechanics can cause one or more players to (frequently?) be disengaged for extended periods.
P2) Some in-character roleplay decisions* can also cause one or more players to be disengaged for extended periods.
Q) Fact of life: sometimes that disengaged player is going to be you.
R) <irrelevant>

C) As part of playing the game, players must accept that periods of disengagement can and will occur.

* - examples: a character goes scouting alone (everyone else is disengaged while that scouting is played through); a character volunteers to stay behind while others go ahead and act (voluntary disengagement for that chaacter's player); a character gets kicked out of the party (involuntary change of engagement type while the player rolls up another one), etc.
Then why can't "the moments where you aren't involved" also be an assumed part of the established world, where two out of five party members have a private conversation,
Why on earth should I ever stop or prevent players from role-playing a private conversation between two party members? (though if the conversation is supposed to be secret, I'd suggest the players involved go to another room and just send me-as-DM a note afterwards with a summary of the outcome)
or one person goes off to pray alone, or whatever, without needing to be included in the actual gameplay process?
Because oftentimes those things can unexpectedly be or become an important part of play.

A private conversation between two party members might lead to a complete change of plan or mission, a party split (or worse!), an in-character romance, or whatever.

A quiet prayer session might produce divine blessing or guidance - or maybe something less pleasant - which means if a player tells me their character is going to pray for a moment I-as-DM have to pay attention to that.
 

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That's why you as the DM wouldn't run the encounter that way either.

There are thousands of shades of grey between what actually happened and your statement of "boss played weak so the characters could win easy." Yours is a poor counterargument to my point because you've asserted that only the furthest other extreme is the only other option to be had and that's just not true.
Liches are normally intelligent(often very much so) and very driven by a desire to stay alive. Kinda how something becomes a lich. Playing one as less then very smart is setting up a participation trophy scenario. If the thing has a powerful effective spell, not using it so the players can win is being a poor GM in my opinion. This was described as an end of campaign mega boss fight. The GM should have provided MANY clues about the thing's abilities, possible defenses and such. Smart players would do a pre fight planning session and have ways to counter expected lich spells and abilities. Such as NOT being all grouped up and subject to the AOE burst that stripped away much of the party's magic.

Without more info, we are all guessing at what happened prior to the party in question entering into the final conflict.

Bottom line - victory is NOT assured. Otherwise, why are you wasting time playing out the combat?
 

Class design is quite nice. Books are very nice in use.
With the power creep however the "improved" monsters are roughly on par with the 5.0 equivalents.
yeah, don’t like the power creep and the ever more high fantasy / nothing has consequences or downsides vibe. As for the monsters, I am glad they punch a little harder, I hate that they still use spell references, and even moreso than the MotM ones. That is a step backward in my book.

Overall I bounced off 2024, too little change and what changed is more often than not in the wrong direction for my taste
 

Here, as a player, I wholeheartedly disagree. Knocking off the BBEG with one lucky roll is great! We live to fight another day and still have all our resources - high fives all round!

Why is it so much fun? Because we as players know - or should know - that had luck run equally hard the the other way we'd be hosed, with maybe some characters dead and the rest fleeing for our lives.

As a DM, losing in one shot less fun; but then the DM expects to lose anyway. The only thing that changes here is the manner and speed with which this loss is inflicted.
I'm reminded of the classic Indiana Jones saber fight where the sword duel was ended with a gunshot. It's a funny moment for the exact reason it's unexpected; Indy doesn't normally just shoot every bad guy and if he did, it would be a boring ass movie.

Now imagine if Indy just walked in and shot the Nazis as they reached the Arc of the Covenant. Nice short finale. High fives all around. Net effect is the same, Nazis lose. But it doesn't feel right for Indy to go in guns blazing and end the fight before it starts.

Honestly, a fight that I win before it starts is a similar joke. Id feel cheated if we take out the bad guy in one round. No high fives, more like "that was it?"
 

I'm reminded of the classic Indiana Jones saber fight where the sword duel was ended with a gunshot. It's a funny moment for the exact reason it's unexpected; Indy doesn't normally just shoot every bad guy and if he did, it would be a boring ass movie.

I dont know if its an urban myth, but I love the story of why he did that.
 

I'm reminded of the classic Indiana Jones saber fight where the sword duel was ended with a gunshot. It's a funny moment for the exact reason it's unexpected; Indy doesn't normally just shoot every bad guy and if he did, it would be a boring ass movie.

Now imagine if Indy just walked in and shot the Nazis as they reached the Arc of the Covenant. Nice short finale. High fives all around. Net effect is the same, Nazis lose. But it doesn't feel right for Indy to go in guns blazing and end the fight before it starts.
The people who made the Indy movies are trying to entertain an audience. I'm just trying to keep my character alive.
Honestly, a fight that I win before it starts is a similar joke. Id feel cheated if we take out the bad guy in one round. No high fives, more like "that was it?"
Here, the "That was it?" would be immediately followed by "YEEESSS!!!" and a cheer.
 

If you become completely disengaged when your character isn't or can't be involved, as opposed to staying engaged and entertained by what's happening even though you're not actively participating, that's entirely your choice. It's not the fault of the game designers.
Ahh, victim-blaming. A classic. "It's your fault for getting bored when you literally cannot participate with the game!"

TV shows are randomly interrupted for two-minute intervals all the time. We're just used to it as ad breaks have been a thing since forever, but they're still interruptions.
And notice, I said twenty-minute intervals. Not two-minute ones. It's almost like that's an enormous difference!

In other words, music on youtube.
Er...no? Like literally not, even if you don't use an adblocker. Which the vast majority of people do. That's why YT keeps trying to find ways to prevent adblocking.

Side note: that would be a cool bit of interactive theater, where different parts of the audience somewhat randomly got to see different parts of the play (maybe even simultaneously on different stages) until the last act where everyone came together and it all suddenly made sense.

But note that here - as with the D&D game - the audience's expectations would have to be set ahead of time so they know what they're signing up for.
Point me to the place in the rules of 5th edition D&D where it says that this sort of thing is going to happen, where your character is completely locked out of participation in the game, and thus your presence at the table is at best irrelevant, and at worst, actively hindering.

There's a significant difference between "not being involved" and "completely excluded". "Completely excluded" implies that when your character gets paralyzed or goes down you-as-player get kicked out of the room and can't interact with your friends at the table until-unless your character snaps out of it or gets revived/healed, nor can you watch and learn the fate of the rest of the party. This is not the case in reality at any table I've ever heard of.
You are completely excluded from gameplay. You cannot play the game. That's what these things do. It's happened at every table I've attended where these sorts of mechanics are used extensively. You yourself spoke of a player breaking out their phone! That's quite literally them searching for something to do because they have been excluded from participation in play.

If I'm a hockey player I'm not involved in the play at every moment; in fact if it's an organized league game, odds are I'll spend more time sitting on the bench watching (and catching my breath!) than skating around on the ice playing.
But does this analogy actually apply to a D&D game? Does a D&D game have a "bench" where half the players sit, doing literally nothing to participate? Does a D&D game involve significant physical exertion and even risk of injury, such that a nice long breather is quite helpful?

The answer to all of these questions is the same: No.

The actual analogy for these things is not the bench where players go to rest. It's the penalty box, where they are forced to witness, but unable to act.

I'd rather it be the result of randomness than the result of a pattern, but that's just me I guess.
But patterns are literally what the game is? You even spoke of standard operating procedures previously. That is a pattern. Rolling initiative is a pattern. Taking turns is a pattern. Patterns, and breaking them, is an integral part of play.

The GM is doing the job outright correctly if, when playing one or more intelligent party foes, she gives said foes the best chance to win - or at least survive to fight another day. Often, that best-chance option means taking out the opponents (the PCs, in this case) one at a time when possible in descending order of real or perceived threat, which inevitably means that if the foes are doing at all well then someone's character is going down early and, ideally, staying down for at least the rest of the fight.

Remember: this is war, not sport.
It is neither war nor sport. It is a game. Pretending that either of these things directly maps to what is going on leads to incorrect conclusions.

Or would you rather GMs intentionally play their intelligent monsters and NPCs sub-optimally for metagame reasons?
I would rather that the game itself be properly designed so that the GM intentionally playing their part as effectively as they can directly creates good gameplay, and players playing their part as effectively as they can directly leads to good gameplay.

The fact that you even need to have a choice between "play effectively" and "play entertainingly" is a demonstration that something has gone wrong with the game design.

P1) Some mechanics can cause one or more players to (frequently?) be disengaged for extended periods.
P2) Some in-character roleplay decisions* can also cause one or more players to be disengaged for extended periods.
Q) Fact of life: sometimes that disengaged player is going to be you.
R) <irrelevant>

C) As part of playing the game, players must accept that periods of disengagement can and will occur.

* - examples: a character goes scouting alone (everyone else is disengaged while that scouting is played through); a character volunteers to stay behind while others go ahead and act (voluntary disengagement for that chaacter's player); a character gets kicked out of the party (involuntary change of engagement type while the player rolls up another one), etc.
Yes, those are perfectly valid moments where that occurs.

Not a single one of those justifies "yeah, you can be taken out by hold person for the entirety of this half-hour-long combat because of a single failed roll. Enjoy!!!"

Why on earth should I ever stop or prevent players from role-playing a private conversation between two party members?
If doing so is disruptive to the situation overall. I thought that would be obvious. For example, if two players keep dragging out every scene with 20+ minutes of just those two talking, with everyone else just sitting there waiting for them to finish yet another drawn-out conversation, that is being disruptive. It's treating the game space as their little personal playground for roleplaying their characters together. That is selfish and inappropriate, sapping the time of others solely to be an audience for them.

Having an aside convo in a session, even having multiple, isn't bad and, as you say below, is often good. But that doesn't mean it can't be disruptive--just as the stereotypical "murderhobo" player is disruptive, even though being the person willing to draw steel is not inherently disruptive and is, in fact, often a helpful thing for a group to have.

(though if the conversation is supposed to be secret, I'd suggest the players involved go to another room and just send me-as-DM a note afterwards with a summary of the outcome)

Because oftentimes those things can unexpectedly be or become an important part of play.
Certainly they can, and in general--nearly all the time--such things should be actively encouraged.

But repeatedly and extensively pausing the game for their personal benefit, to the exclusion of the rest of the group, is disruptive. That shouldn't be permitted any more than a single player monologuing at the party should be permitted.

A private conversation between two party members might lead to a complete change of plan or mission, a party split (or worse!), an in-character romance, or whatever.

A quiet prayer session might produce divine blessing or guidance - or maybe something less pleasant - which means if a player tells me their character is going to pray for a moment I-as-DM have to pay attention to that.
None of those things is a problem.

But none of those things is "you got hit with hold person, congrats, you literally can't contribute to the game for the next 20 minutes", either. That's precisely what I've been calling out here. You are conflating these things, which (within fairly generous limits) are good and constructive, with specific rule-based disengagement, and thus arguing that the rule-based disengagement must be good because the other things are good. The two are different. Conflating them is erroneous reasoning.
 

Had a Marilith flunked a save vs command.

Caster has a legendary saves boost item it wouldn't have mattered anyway and they had a +1 or 2 from earlier levels.

Think I rolled a 6 with advantage.
 

The people who made the Indy movies are trying to entertain an audience. I'm just trying to keep my character alive.
What if we designed a game such that those two motives lead to the same outcomes? Designed it so that trying to keep your character alive (while, I assume, accomplishing their goals) is entertaining the audience--namely, the other players and the GM.

It's quite doable. D&D just balks at actually, y'know, doing the testing-heavy game design labor required to do it.

Here, the "That was it?" would be immediately followed by "YEEESSS!!!" and a cheer.
For your group, I certainly believe that. But conversely, if that were to be consistently the outcome, I'm fairly sure even your group would grow bored with it. Other groups have a lower tolerance for anticlimax. Indeed, I would say most players appreciate anticlimax as a sometimes food, in part because its presence is evidence that their choices really do matter and that they can (in a limited, local sense) "win" when they believe they shouldn't have. (And, likewise, being forced to retreat--which is something I support being included in a game's design, believe it or not!--is good because, again, it can show that their choices matter in the other direction, and that they can "lose" when they believe they shouldn't have.)

The great majority of folks generally want decent-to-good pacing and satisfying conclusions. Anticlimax as a sometimes food can be a satisfying conclusion. Having it as a staple leaves a bad taste. And that, right there, is also a fact of life--and one no quantity of rules or design or style will ever alter.

You don't see the experience of play as resembling the experience of cinema or story. That's fair. Unfortunately for you, most people do see at least some similarity between those experiences, and as a result, they want certain components, like pacing, rising and falling action, satisfying conclusions, and a perceptible (but not necessarily obvious) "arc" or "direction" for how things went.
 

Yes. It is larger than the +5 bonus from being trained.
And?

You still have training in addition to that. You're acting like it somehow replaces things. No.

Indeed. It explicitly does not, that was kinda big deal, they called it "bounded accuracy."
Which is neither particularly bounded (given you can easily achieve bonuses of +20 with a modicum of effort) nor all that much about accuracy. Like that's literally the problem people are talking about here, that the scaling is all kinds of wonky and the things you aren't proficient in become worse and worse and worse holes in your abilities, while hyper-specialized characters functionally cannot fail, unless they're attempting something meant to be nearly impossible or the GM is using the "skill rolls auto-fail on a nat 1" house-rule. (Still surprises me how many people think nat 1 = auto fail in the actual rules. That's only true of attack rolls. Nat 20 also isn't automatic success for anything but attack rolls!)

Not at all strange.
I have articulated above why I see a pretty blatant double-standard here. 4e's math isn't that much bigger than 5e's, especially if you cap it at 20 levels like 5e does. Folks like to say 5e's math is 4e's cut in half. It's closer to three-quarters. It really is not that much below 5e, and yet--as we've seen in this thread--folks consider 5e clearly and demonstrably inadequate scaling for anything but your core focus stuff, which I've argued grows clearly out of proportion with the claimed goals of "Bounded Accuracy".
 

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