D&D 5E (2024) This Feels Like 4E

Care to place your bets on how long before this thread devolves into edition warring?
I don't know, player vs gm agency (not sure what else to call it) has been going strong recently. Edition wars are evergreen, though. Actually maybe they're more like annuals.

edit: nevermind I just saw page 2, you win.
 

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Yeah. And, to me, this sounds like, "My players are thinking tactically, this feels like 4e."

And my thought is then, "What, your players didn't think tactically in 3e? What game were you playing that I wasn't?"

3E was dearh=best strategy. Death/incapacitated is the best debuff.

You might stack spell DC, damage etc to do that.

5E has bloated HP by comparison, save or dies dont really exist and you cant stack buffs/spell DC as much.
 

3E was dearh=best strategy. Death/incapacitated is the best debuff.

You might stack spell DC, damage etc to do that.

5E has bloated HP by comparison, save or dies dont really exist and you cant stack buffs/spell DC as much.
5e has more than enough save or dies.
And I literally mean it so.

I wish they had been more consistently removing one fail and you are out spells.
5e has all the tools it needs. I think I will sit down and write my own 5e at some point.

Agenda:
  • balancing skills and proficiencies.
  • balancing spells and saving throws. Changing every suck spell to have more than one save. At least 2 like sleep (a really good change) or 3 (like flesh to stone or contagion)
  • Spells that damage or have a one time effect assume full damage on a hit or I will introduce fort/ref/will defense, which requires a spell attack vs. 10+str+con, 10+int+dex or 10+wis+cha respectively or something like that.

4e had the fantastic idea of using a saving throw as a duration mechanism. 5e should do the same for suck spells.

Regarding tactical thinking. Of course most people were tactical in 3.5e.
4e just gave way more tools to manipulate the battlefield by shift, push, pull and slide effects basically attached to everything.
 
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5e has more than enough save or dies.
And I literally mean it so.

I wish they had been more consistently removing one fail and you are out spells.
5e has all the tools it needs. I think I will sit down and write my own 5e at some point.

Agenda:
  • balancing skills and proficiencies.
  • balancing spells and saving throws. Changing every suck spell to have more than one save. At least 2 like sleep (a really good change) or 3 (like flesh to stone or contagion)

Spells that damage assume full damage on a hit. If there is a secondary effect, it will be handled as above.

4e had the fantastic idea of using a saving throw as a duration mechanism. 5e should do the same for suck spells.

Regarding tactical thinking. Of course most people were tactical in 3.5e.
4e just gave way more tools to manipulate the battlefield by shift, push, pull and slide effects basically attached to everything.

5E has save or suck spells. Spellcasters often struggle at the kill part.

5.5 meta imho is use those save or sucks to let the martials do their thing.

Best party 1-20 is probably cleric, druid, fighter, monk, paladin something like that.
 

Is doing something that isn't fun, is unnecessary, and is clearly against the design intent a common human behaviour? We need to get ourselves some better humans!
You know we aren't discussing a single player game right?

It's mind numbing when player after player after player is wasting time weapon juggling and wandering around making every combat turn into a drawn out slog of three stooges square dancing
 

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