D&D 5E So 5E is the Successor to AD&D 2nd Edition? How and How Not?

I think it feels like a 2.75e.

In its most fundamental mechanics it is based on 3e.

Its most fundamental lore is built on 2e, informed by 1e, and with heavy expansion from 3e and 4e.

I'm definitely in that category that likes it and sees it as being most like my preferred editions.

It goes beyond the scope of this topic, but a lot of what determines how players respond to change is how much they liked the stuff that already existed before the change, and how compatible that stuff is with the change. Adding stuff to what you already loved isn't as much of a problem as replacing it. Replacing or removing something you were indifferent about won't be likely to bug you much. Replacing or removing something you actively disliked is a personal feature.

So with 2e to 5e, as someone who considered 2e and 3e my favorites before 5e, here's what I see.

-It did a better job with the Planescape cosmology I love than any other non-2e version. I have to change it (ignoring some of their replacements, andding back the rest of the Inner Planes, etc), but it's no harder to do that it was in 3e.

-I didn't like the general mechanics of 2e. Other than being slow and unwieldy, I thought 3e was a complete upgrade. So I do not miss the 1e/2e elements that were replaced with the 3e-like d20 system.

-The combination of rules being simpler than 3e and more consistent and less punitive than 2e combined with lore framework that is "2e positive" hits the best spot of any published D&D.

That being said, I can't run D&D without house rules. I have a "platonic ideal of D&D" in my head that I want to experience, and no edition has perfectly captured it. 5e captures it better than any other with less house rules. I think most enthusiasts have such an ideal. Some 4e enthusiasts love it 4e because it is the closest to the ideal they had for decades before 4e was made.

So, here are a few details about how I can get that 2e/3e hybrid ideal I want with 5e (2014 only) better than others.

-The optional rules in the DMG for slow natural healing and healers kit dependency do a lot to eliminate the feel of too fast overnight healing.

-I always hated things like level limits, having to qualify for classes with random rolls, or permanent mechanical losses like level drain. Not having any of that is a complete feature to me.

-I didn't mind 3e's finer granularity in spells (monster summon at every level, etc) compared to 2e, but when 5e dialed that back to something closer to 2e, that was a plus to me.

-5e has coarser granularity than 3e (and 4e) in general, and feels more like 2e in a positive way in that sense. It goes even further in that direction than 2e, which is something I mostly like.

-While 2e adventures handed out a lot of magic items, they felt rare and magical because you couldn't just buy whatever you wanted as part of character advancement like in 3e/4e. 5e makes items rarer but leans into using what you find like 2e. Even though I have my own house rules for magic items creation and economy, it remains way more like 2e than what came after. This also leans into the granularity issue. 3e had lots of greater and lesser, and incremental upgrades. 2e, you found a flametongue, and that's what you have.

-Specialty priests as generally underpowered custom classes never much made a post impression on me. 3e domains didnt make clerics very distinct from one another, and I was mostly indifferent. 5e cleric subclasses feel like an improved hybrid of those. Differences that can have a pretty big effect, but still based on a common cleric chassis.

-Not really sure where the concept of lost wizard specialties is, unless you are looking at 2024 OP (I'm which case it has moved away from the 2e elements, see below, and I'm talking about 2014). The PHB has all 8 wizard specialties and I find them more interesting than the little details and restrictions on 2e. They occupy the same lore space with better mechanics. What is missing that I had to house rule in was the generalist mage.

I see would like to go on, but I need to sleep. But something that I said got me thinking.

What I want in a new edition is the same lore-space (compatible additions are great, replacements and subtractions not) occupied by mechanics that better support my ideal image of D&D with less house rules than others. 2014 5e D&D is the winner for me and feels like in overall feel it sits somewhere between 2e and 3e with plenty of adopted elements from all other editions.

I think this is also something that has shifted during 5e’s lifecycle, and that shift is one of the biggest reasons behind the large number of folks who really liked early 5e and are finding themselves less and less happy with later 5e and especially post-2024 5e. The D&D Next playtest was very strongly geared towards DMs, touting “rulings over rules,” “DM empowerment,” and making bold claims about how modular design was going to make it possible to pick and choose your favorite aspects of each edition to create the feel you wanted for your table. It was a gradual shift, but over time 5e got more and more player-centric over DM-centric. Unearthed Arcana playtests started being less focused on optional and variant rules, and more focused on new and exciting subclasses. Adventure books started focusing less on doubling as a toolbox for running adventures along similar thematic lines, and more on doubling as a delivery method for new player options that tied in with the themes of the adventure. And the 2024 rules are kind of the culmination of this process - a new version of 5e that uses the same fundamental rules structures to deliver a player-focused experience instead of the DM-focused one D&D Next was built to deliver.
Yes. And for me, as someone who really likes original 5e, the shift that irritates me at least as much is what feels like a shift from 2e to 4e related to things like: NPCs operating under completely different rules, level of prominence of magic and fantastic demographics, and general shift from "roughly simulationist mechanics if you use the right options and lean into it" to "full gamism, no simulationism considered/supported/compatible".

I liked that they included at-will cantrips, short rest abilities, added the Feywild, and other things from 4e that were included because, like most of what was or wasn't included playtests of tens of thousands of players of all editions had a large support for it. (They did the playtests differently for Next than they did for 2024.)

But it feels like someone who really likes 4e wanted to shift 5e a lot more that way and and really started doing it once Mike Mearls moved on. I'm not sure if doing so will make 4e-preference players happy with 5e, because it is still fundamentally so different that it doesn't seem like it can really give 4e fans what they want. (4e fans, correct me if I'm wrong and the shift from 2014 to 2024 has converted you to playing 5e where you didn't before). What it certainly does is alienate existing 5e fans who aren't interested in such a shift.
 

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I can see where Chris Perkins is coming from.

Classic D&D, 1e, 3e, and 4e all take rather strict positions on what kind of game they are. Classic D&D and 1e are exploration games. 3e is simulationist: the rules describe the world. 4e offers heroic, high fantasy, with combat expected.

In comparison, 2e took a very laissez-faire approach to how the game was to be played, so it wasn't exploration focused like Classic D&D/1e, nor was it as heroic high-fantasy combat-focused as 4e. Between all the optional rules in the PHB/DMG, the campaign settings, the Complete Handbooks, the DMG Rules Supplements, and then later the Players Option and DM Option books, it was about providing a diverse variety of options for groups to play the kind of D&D they wanted to play.

5e, in design, took a very similar approach, though informed by 2e's glut of product, and the experiences with 3e and 4e design. It took 3e's d20 core mechanics and character design ethos combined with 4e's tight math*, exception-based design, and the A/E/D power structure (and perhaps, a bit of Essentials' subclass design) to create a game that, at its core, was more tightly and consistently designed than 2e, but then added a bunch of options to let you make it the kind of game you want to play.

The product line also reflected a more 2e approach, in that the flagship "Everything" supplements were always about adding more options for players (in the form of subclasses), and options for DMs.

*Just to stave off snarky comment's, 5e's math is certainly nowhere near as tight as 4e's math. But it's much tighter than anything that came before 4e.
 

I was more "eww"ing the idea that PCs were important...
Yeah...because who wants to play anyone that ever does anything interesting or cool or impactful? Let's all just play dirt-farmers who farm dirt for 60 years and then die of dysentery or a random marauding bandit clan. That'll definitely get new blood pumped to play D&D!

For serious, what is this phobia with having PCs that have some kind of importance? There are very good reasons things like Critical Role became as popular as they did, and one of them very much is that the PCs in it are, in fact, important to some degree. No-name do-nothing characters don't have major appeal.
 

But it feels like someone who really likes 4e wanted to shift 5e a lot more that way and and really started doing it once Mike Mearls moved on. I'm not sure if doing so will make 4e-preference players happy with 5e, because it is still fundamentally so different that it doesn't seem like it can really give 4e fans what they want. (4e fans, correct me if I'm wrong and the shift from 2014 to 2024 has converted you to playing 5e where you didn't before). What it certainly does is alienate existing 5e fans who aren't interested in such a shift.
As an avowed 4e fan and longtime 5e critic: nothing about 5.5e makes it in any observable way more like 4e. I'm really not sure why you would get that impression. Like I find it truly baffling that you would make such a comparison.

It definitely doesn't make me like 5e more than I did before. Well, other than the changes to Warlock. Those were pretty cool and I did reasonably enjoy using them, even if I was chafing against the system in general.
 

*Just to stave off snarky comment's, 5e's math is certainly nowhere near as tight as 4e's math. But it's much tighter than anything that came before 4e.
I'm glad you added this asterisk, because without that the comment would be utterly ludicrous. As it is, it's merely chuckle-worthy.

1e had tighter math than 5e does.

And 5e absolutely, positively DID NOT take any meaningful part of 4e's exception-based design. I find it almost overtly goes the opposite. Like it SAYS "specific trumps general"...and then gets into all sorts of weird and silly exceptions. Particularly because of the hardcore gung-ho "DM Empowerment!" extravaganza.
 

In my experience, WOTC adventures hide the railroading by having certain things occur no matter what the PCs do, whereas Paizo adventures just railroad you by giving you no other options.
I'm not a huge fan of most of the 5e adventures (though there are shining exceptions), but one thing they tend to do well is that they tend to open at a single point, then expand out to a "sandbox-y" bit (maybe "theme park" would be better) before coming back together for a conclusion.

By contrast, the Pathfinder APs I read (back in their 1st Ed days) tended to have each adventure made up of three bits that you could tackle in any order, but where you did ultimately need to tackle all three before moving to the next.

To an extent that's a feature of presentation (one big book versus six smaller ones), but I do prefer the 5e structure.
 

5.5e is moving in the same-ish direction as 4e but it's not trying to be 4e(unfortunately). It's moving north but not to antartica, if you get what I mean.

Gamey naughty word is just more popular and easier.
 

I've been thinking on why 5e puts me in mind of 2nd Ed, and I think the answer may be more in how I've been approaching the game than anything else - with 3.5e I was constantly tinkering with the rules, grappling with the math, and chasing an imaginary perfection, where with 2nd Ed and now 5e I'm mostly more interested in just playing.

IOW, it's a "me" thing as much as a WotC thing.
 

As an avowed 4e fan and longtime 5e critic: nothing about 5.5e makes it in any observable way more like 4e. I'm really not sure why you would get that impression. Like I find it truly baffling that you would make such a comparison.

It definitely doesn't make me like 5e more than I did before. Well, other than the changes to Warlock. Those were pretty cool and I did reasonably enjoy using them, even if I was chafing against the system in general.

Needs a grid more than 2014. It's about on par with 3.5 imho. Not as much as say 4E.
Weapon masteries would be another 4Eism.
 

Needs a grid more than 2014. It's about on par with 3.5 imho. Not as much as say 4E.
Sure, I'd agree that it lends itself a bit more to grid-based play. I wouldn't say it was on par with 3.x though, which was certainly no less grid-dependent than 4e.

Weapon masteries would be another 4Eism.
In what way? I can't think of any "4eisms" that would particularly resemble them. Especially since they're confined to martial-leaning classes.
 

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