Probably, advantage will be the defining trait, its introduction into D&D. I know the mechanic itself is much easier older, but it is a bit of an "every tool is a hammer" idea in 5e - i anticipate that will change later on, but still be an integral part.
I feel like that was 2E and 3E. 4E was really kind to DMs. Cut down my prep time dramatically.
I'd assume he's counting 2e.
I definitely consider 2e to have kicked off the player entitlement/empowerment trend. Towards the end of its life cycle, with all the "player option"'books and stuff, it was getting overloaded with kits and doodads for savvy players to utilize.
You don't have to let them run amok in 2e either.Players couldn't run amok because I wouldn't let them, and had the confidence to enforce it and make sure everyone had fun.
I had made note of this in my early feedback, and predicted the over-use of Advantage and Disadvantage well before release. In (mostly) eliminating the so-called "fiddly" bonuses, they turned what should have been a Big Deal--since it's one of the biggest bonuses you can get--into their weapon of first resort. Making the biggest impact item also the first-used item, I feel, will lead to a feeling of "shallowness" in the long run. I mean, people already complain that a thousand applications of Disadvantage can be completely counteracted by but a single application of Advantage. (It's one of the very rare places where fans of 5e actually admit a flaw of any kind, IME...)
Player empowerment? How about our friendly Dark Elf Ranger from the 1e Unearthed Arcana.
Ah, the days where being a High Strength Dart thrower was the Ultimate cheese.
While I'm as delighted as anyone with 5e's repudiation of RAW obsession and general DM-Empowerment, and will agree TotM is part of that, because it creates an ambiguity in positioning that the DM can leverage to keep control of a scene, I have to quibble about 'return.' D&D started out as a miniatures wargame and has never vocally defaulted to 'TotM' before (and, even though 5e does claim to default to TotM, the actual mechanics offer poor support for it). If there hadn't been so many games before it that ran without minis, and if it hadn't been a common practice among some groups for decades (I'd often run 2e or Storyteller or even Champions! that way, when I was in college, for want of adequate table space), and if the mechanics actually backed it up, we could even call it an innovation.I like the return to Theater of the mind and the empoerment which comes with that.
That is a funny one. 2e C&T introduced the grid to make things easier, but any simplification can lead to little murphy's rules like that.In one of the last two editions I had to argue with a player about the fact that a skeleton was standing in the middle of a 10 ft wide hallway... and the argument was that I as a DM must play by the rules and the rules don't allow standing between two squares...
It's refreshing to see someone else who appreciated 3.0, though I'm a little surprised with the reasoning.So it is the return to theater of the mind for me. Back to the path that 3.5 left. So it is the spirirual successor of 3.0 for me.
Sure. OTOH, it is going for simpler play, and it delivers. Simpler play means shallower play. The DM can always add wrinkles to tactics & strategy if he wants, by ruling one way or another when players try something clever.Making the biggest impact item also the first-used item, I feel, will lead to a feeling of "shallowness" in the long run. I mean, people already complain that a thousand applications of Disadvantage can be completely counteracted by but a single application of Advantage. (It's one of the very rare places where fans of 5e actually admit a flaw of any kind, IME...)
Really bad analogy.Regardless, in 5e when the domination spell ends you know who charmed you.
I had a similar experience, in that, in most systems, prep was too much of a pain to be worth it, so my prep time was 0, I'd just wing it rather than spending hours stating out some monster or NPC or trying to plan for every crazy thing a Tier 1 caster might pull out of his sleeve. In 4e, I could 'prep' a 4-5 encounter 'day' in minutes, if I was just picking and re-skinning monsters, maybe an hour if I were building new ones. That's a lot more than 0. Shorter/easier prep means I'm more likely to do some prep rather than none at all, which averages out to 'longer' prep.I found that 4e increased by prep time since it conflicted with my play style.
That's undeniably true. Magic items are game-breaking, again, and squarely under the DM's control. Casters make up the majority of PC options (30 or so of 38 or so sub-classes, only 5 PH sub-classes have no reference at all to spells/magic in their abilities). It really constricts the non-magical alternatives though. In keeping with 'classic feel,' but failing to retain the gains made by other modern editions of the game.Making D&D magical again [emoji4]
And many of them are strictly in every way better than the base classes they are ostensibly kits of. Even base classes that are already superb, like the "2nd best at every single thing in the game, except the stuff I'm best at" 2e cleric.Is it the name "Player's Option" that causes this confusion? Seriously, that book was not for the savvy player. Those books were a collection of optional rules for the game. The DM had to approve them. In fact, many rules were not compatible with each other.
To complain that 2e was overloaded with kit's is quite surprising. In 2e, Kit's are not classes, they are more like backgrounds and role playing packages. No attempt was made to balance them either, which is a good thing because some concepts didn't require too many alterations.
I think it's a good thing that 2e has a huge number of kits. In fact, I'd rather have kits than 3e PrCs or the class bloat issues 4e introduces.
You don't have to let them run amok in 2e either.
While I'm as delighted as anyone with 5e's repudiation of RAW obsession and general DM-Empowerment, and will agree TotM is part of that, because it creates an ambiguity in positioning that the DM can leverage to keep control of a scene, I have to quibble about 'return.' D&D started out as a miniatures wargame and has never vocally defaulted to 'TotM' before (and, even though 5e does claim to default to TotM, the actual mechanics offer poor support for it). If there hadn't been so many games before it that ran without minis, and if it hadn't been a common practice among some groups for decades (I'd often run 2e or Storyteller or even Champions! that way, when I was in college, for want of adequate table space), and if the mechanics actually backed it up, we could even call it an innovation.
As it stands, it's just an empty counter to an empty criticism of 3.5.
That is a funny one. 2e C&T introduced the grid to make things easier, but any simplification can lead to little murphy's rules like that.
It's refreshing to see someone else who appreciated 3.0, though I'm a little surprised with the reasoning.