Tony Vargas
Legend
Most RPGs focus a fair proportion of their rules on combat. Outside of combat & magic, 5e can be summed up as "describe an action, the DM decides what happens and might have you roll." Combat has a formalized turn-based system that helps to engage everyone while other activities don't. That's not just 5e, that's all editions, and most other RPGs, for that matter.I agree that a DM who runs his game should be up front about the type of game he will run, but I don't agree that 5e D&D is a heavily combat focused game out of the box.
5e TotM 'fast' combat, by default, can be a little blah for those who want a more engaging tactical exercise. But, there are options that flesh it out as much as possible - the OP's DM uses a grid, for instance.The direction that 5e took, has D&D veering even more away from combat, so I do see how combat centric players (including casualoblivion, the op) have a valid gripe against it.
4e compartmentalized combat and non-combat. In prior editions spells were both combat- and non-combat resources, and because non-combat spells tended to be less life-and-death and more situational, combat spells often crowded them out. 4e rituals made non-combat a separate resource (wealth based, so there was the treasure-hunting thing again), and Skill Challenges provided a structure to non-combat tasks that could engage more of the party, and group skill checks could also bring the whole party into a non-combat task. 5e, of course, compromised: Spells are back to covering both combat- and non-combat so you have to make tough decisions when prepping spells - but, 5e also has a ritual casting rule that makes slots more combat-focused (though not all non-combat-useful spells are rituals) - and while skill challenges are gone, group skill checks remain.Comparing 4e players handbook with 5e will show how much less combat centric 5e is. In 4e, most of the powers (which take up a huge percentage of the book) are combat based.
Adapt could also mean adapting 5e to a broader range of playstyles, though. The DMG has some first steps in that direction. Some new classes and modules, and more structured support for resolving challenges in the other two pillars, could go a long way. Balance would remain an issue, though.In a way, I am a little disappointed that 5e does not provide the option to become more like 4e. Moving forward, those who are in that camp will need to adapt or just play 4e.
That was more an expansion than a veering away from. D&D also set out to be more of a treasure-hunting game than a combat game, but combat stubbornly stayed a big part of it, and the treasure-hunting-encouragement bits, like exp for gp recovered, slowly went away. In 5e, treasure hardly matters.Sure, original D&D was born from tactical war gaming, but very quickly Gygax and Arneson started to veer away from that direction. The game became a roleplaying game
Monetary treasure, that is.
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