D&D 5E Why does 5E SUCK?

I'm A Banana

Potassium-Rich
I dunno. I don't really feel awesome when I fail to hit a balor half the time, anymore than I felt awesome when I used to miss an orc or a giant half of the time.

To contrast, it does make me feel more awesome when I go from missing an ogre half the time (for 10% of its health) to hitting it 90% of the time (for half its health). Nothing shows progress quite like trivializing what used to be a challenge. When I'm facing a lock that is objectively Hard, and I remember when my chance of success was slim, and now I succeed on a 3 or better, that's awesome.

This is exactly the achievement-fun I was talking about.

AbdulAlhazred said:
It came from the DM building more and more amazing fiction around the DCs, and from everything else. You might hit a Balor about the same way you'd hit an Orc at the appropriate levels, but FIGHTING a Balor is WAY different. It has an aura, resistances, and powers that have a number of varied effects.

That's just added complexity. If the end result is that I'm still going to win with about the same amount of damage, the added complexity is largely meaningless. It's extra fiddly hoops to jump through. Oh it has an aura, well look at all my energy resistance and extra hps. Oh it has resistances, look at my sneak attack damage and my pryomancy feat that lets me ignore that. Oh it has a lot of varied effects that all have the ultimate result of about the same thing that a brute of that same level and monster rank would have in a simpler, more straightforward format.

It's all a wash. It's a little like those high-level old school modules that were like "uhhh, you can't teleport and divination doesn't work here because uhhhh....it's magic, shut up." Only it's more complicated. The output is the same: the game wants to render these things mostly irrelevant to cleave to the strict balance that it desperately wants. It's being a fragile little princess snowflake, and resisting the dramatic and the unexpected.

AbdulAlhazred said:
So what I found was that the mechanics 'fall away'. The game becomes highly narratively focused, or at least focused on what the PCs want to DO, and not really on numbers.

See, this is a problem for me - mechanics shouldn't fall away. They should support what you're doing. If the mechanics fall away, then screw the mechanics, why don't I just tell this story without these weird dice?

AbdulAlhazred said:
I don't think there's anything horribly wrong with the way 5e does things, it just focuses much more on numbers. Everything seems to be about whether or not you can get the hard DC.

I don't know what you think playing 5e is like. Just because a high DC dropped into a low-level environment can encourage people to beat it doesn't mean that that's always what happens all the time in every 5e encounter ever.
 

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Ashkelon

First Post
I dunno. I don't really feel awesome when I fail to hit a balor half the time, anymore than I felt awesome when I used to miss an orc or a giant half of the time.

To contrast, it does make me feel more awesome when I go from missing an ogre half the time (for 10% of its health) to hitting it 90% of the time (for half its health). Nothing shows progress quite like trivializing what used to be a challenge. When I'm facing a lock that is objectively Hard, and I remember when my chance of success was slim, and now I succeed on a 3 or better, that's awesome.
what is amusing about your example is that what you say you like is how it works in 4e, but not in 5e.

In 4e, your accuracy and damage both increase significantly as you level. In 5e they don't. So at level 1 you may hit an Ogre infrequently for a small portion of its HP, but by level 10 you are able to hit Ogres most of the time and deal a significant chunk of their HP.

In 5e, your attack bonus has increased maybe 2 or 3 points over those 10 levels and your damage per attack has increased by only a point or 2.
 

"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."

Your generalization about all GMs does not hold except for extreme values of "in some way" which include totally unconscious effects. Some people instead choose to telegraph challenges and let the players face whatever difficulty they may. I deliberately don't even know the exact level and stats of my players' PCs at any given time. There are challenges in my game world which I would fully expect to eat them alive (if they go after Falgoth the ancient wyrm for example--right now they're scared stiff of his grandson the adult red). I'm pleased that my players have gotten good at knowing when to run away, even though I was kind of hoping to kill the barbarian last week when he went up against a Rakshasa solo. Through sheer luck he made his saving throw against Domination just before the Rakshasa would have made him crit himself to death. (I rolled both attacks at the same time so I know what the second roll was about to be.)

The challenges aren't designed to be "beatable" or "unbeatable." They're just there, and it's up to the players to beat them or avoid them until later.

Yes, I understand 'sandbox' play. Heck, I came up in an era when it was almost the only kind of play that was known. Still, even the sandbox is quite heavily patterned. The dungeon has levels, each one more difficult than the last and arranged so the characters enter at the easiest point. Likewise the town and the wilderness have their progression where the fields around the town aren't too tough, the forest is a bit tougher, the hills are filled with large numbers of orcs, and the mountains are just plain nasty.

The INTENTION of every game is for the PCs to progress from challenge to challenge in some orderly fashion such that they have some 'sporting chance' at each stage. Yes, you can have a very strict sandbox where the characters can be eaten by the elder wurm, maybe even purely by accident if you're mean enough.
 

Not true. When characters advance only a little in what they can do, pointing up the fact that they have advanced, at all, is helpful. Presenting tasks with some everyman measure of difficulty highlights that the PCs are, in fact, advancing, even if they players don't notice it much outside their hps totals and spell slots.

I think that what I feel is that 5e fundamentally doesn't challenge you to push the fiction. I'm really seeing this in my current game where nothing much really changes. Yeah, you may get better at X, but you keep just doing X! I mean you got better at X in 4e too, its just that the game encouraged the DM to throw X+1 at you, and etc.

The fiction in the 4e games seemed to evolve to a much higher degree. There was a real serious difference between levels where by the middle part of the game (paragon) you were thinking "wow, this is a whole different game, its almost a whole different game world!"

I like to explore. I like to see the products of unfettered imagination. I don't want to keep crawling around in the same dungeons, albeit on the 33rd level or whatever. I want to go visit Pandemonium and do something totally crazy.
 

what is amusing about your example is that what you say you like is how it works in 4e, but not in 5e.
Yes, I am not entirely happy with 5E, and I could have been happier with something that used the math from 4E but was presented in a different way. As it stands, my best option for this kind of play would be to stick with Pathfinder :-/

Because even though 4E had all of the math set up for this to work out, it then went out of its way to tell you how to change the math to better fit the intentions of the system - in order to prevent me from ever hitting 90% of the time, like the math tells me I should, it would have you replace the level 4 elite with a level 16 minion (or whatever). And if I can't pin down what the actual, true, objective stats for an ogre even are, because they change relative to the level of the party, then I can't use it to model the reality of my game world.
 

tyrlaan

Explorer
Many fiction writers like to DM.
So... you're agreeing with me? Not sure what your point is here. Kind of feels like you're just throwing a statement out there like a 'fun fact'.

DM getting final say is an expected courtesy with the group I play with. We learned that way back in the early days of the game. The way the players ensure the DM doesn't screw them is by not continuing to play with a DM that acts in an arbitrary manner. The DM having final say is good manners. Players that attempt to engage in rules debate during play are disruptive and disrespectful. My group does not care for that at all. I don't think most groups do.

See what you describe here, and later in the same post is very different to me than final say in imagination. Rules debates and steering the course of a session are two VERY different things and my comments apply the to latter not the former. Clearly someone needs to arbitrate, and that is typically the GM, and it is typically assumed and accepted by all at the table.

What makes you think fiction writing doesn't work exactly like this? If the audience doesn't enjoy your fiction, they don't read it. It's no different for a DM. A writer more than anyone else knows how to cater to his audience. He learns what his players like and what their characters are, he creates fiction tailored to make them shine.

Because when I write fiction, I don't turn to my fictional character and say "Bob, what's your action?"

Seriously though, it's completely different from planning for a campaign because I don't have control over what the main characters are going to do, unless I'm really into railroading. Writing to cater to your audience just means that your writing is influenced by predispositions established up front when you work on your novel, short story, whatever. Writing to cater to an audience doesn't mean "I'm going to shoot down Bob's plan because it breaks what I wanted to do." It doesn't even make sense to me to try to argue it.

The fiction you create for players is going to be incomplete. It's inevitable (unless you railroad) because they will always do something you can't predict. As a writer you have full control over every little detail and have the power to alter and adjust before publishing until it's exactly as you like it. You can refine your session plans a billion times and it just takes one PC decision of "let's go to the Woods of Doom instead" to set you off your rails.

I do roll with the punch. I'm so careful about crafting encounters that I don't miss my mark much at this point. If I do, it is usually some extreme luck or misfortune. If that happens, that is beyond my control. I allow it to happen. Let's be real here, lucky rolls are part of the game. They make the game extremely memorable at times. Nearly every player or group remembers that BBEG that rolled a 1 on his death save or was hammered for some crazy crit damage from a lucky series of rolls. What kind of DM would change such a memorable outcome. Certainly not me.

That does not change my view that the DM has final say on disputes, the imagination, or whatever you want to call it while the session is in play. Now after the session, let the debates begin. Then I will entertain discussion on a disagreement, so we can reach some kind of group compromise on how to handle the matter.

I think you're trimming my point a bit. Yeah sure a lucky die roll can put you in the situation of being "off track", but so can a simple decision, no dice involved. When it comes to rulings, adjudicating, etc. I get it. But "final say in imagination" is a whole different level than that.
 

Tony Vargas

Legend
what is amusing about your example is that what you say you like is how it works in 4e, but not in 5e.
Half right. Yes, in 4e, you do go from being barely able to touch a higher level monster, to being able to take it on when you come 'even' with it, to completely rolling over it as you're far above it in level.

But, you can do that in 5e, too. The mechanisms are just a little different. In 4e it was mostly about attack bonus and AC, the much-lower-level creature had no chance, but playing through murdering it would be boring. In 5e, it's mostly about hps. The much-lower level creatures will still sting you, but you'll at least kill it quickly. Of course, that's using all of 5e's features, but ignoring one of 4e's: secondary monster roles. What really happens in 4e when you're facing enemies you completely out-class is that the DM will stat them as minions - they'll sting you like in 5e, but won't fold quite as instantaneously, needing actual hits, rather than all be swept away by some low-level AE spell whether they save or not, so your DM can still squeeze an interesting fight out of them.

In 4e, your accuracy and damage both increase significantly as you level. In 5e they don't.
Not true. In 4e, it's mostly your accuracy, your damage edges up, yes, but it doesn't balloon. In 5e, yes, your accuracy improves little over many levels - but your damage advances by leaps and bounds, just via multiple attacks and higher level slots.

Also, given a good enough CON bonus, your hps advance about twice as fast in 5e as 4e.

In spite of Bounded Accuracy censoring 'numbers porn' in attack/AC/skills in 5e, you can still check out some big, throbbing numbers (I said NUmbers!!) when it comes to damage & hps.

In 5e, your attack bonus has increased maybe 2 or 3 points over those 10 levels and your damage per attack has increased by only a point or 2.
But, your number of attacks, for, say, a fighter, has gone from 1 at 1st to 3 at 11th, and your caster has gone from using 1st level slots to using 5th level ones that do far more damage.

I think that what I feel is that 5e fundamentally doesn't challenge you to push the fiction. I'm really seeing this in my current game where nothing much really changes. Yeah, you may get better at X, but you keep just doing X! I mean you got better at X in 4e too, its just that the game encouraged the DM to throw X+1 at you, and etc.
Maybe not the best way to put it, considering the 'Treadmill' criticism. ;)

The fiction in the 4e games seemed to evolve to a much higher degree. There was a real serious difference between levels where by the middle part of the game (paragon) you were thinking "wow, this is a whole different game, its almost a whole different game world!"
Yes, the big difference wasn't that shift - it happened in prior eds, too, it's that the system was still functional.

5e also tries, with Bounded Accuracy, to retain basic functionality at higher levels, but it does seem like it could make 'higher level' less distinct in concept - the flip side of the 4e treadmill making higher levels less distinct in terms of certain net numbers.

In 4e, that was mostly an illusion, though, and I suspect it might be true in 5e, as well. I'll see for sure, if I ever get around to running high level 5e.

I like to explore. I like to see the products of unfettered imagination. I don't want to keep crawling around in the same dungeons, albeit on the 33rd level or whatever. I want to go visit Pandemonium and do something totally crazy.
Ultimately, the DM can stat out Pandemonium or whatever if he likes - or wait for 5e Planescape, or adapt the existing stuff. When he does, he can make the challenges you face there tailored or status quo. The details of doing so well are different, but it's still possible.


Yes, I am not entirely happy with 5E, and I could have been happier with something that used the math from 4E but was presented in a different way.

Because even though 4E had all of the math set up for this to work out, it then went out of its way to tell you how to change the math to better fit the intentions of the system - in order to prevent me from ever hitting 90% of the time, like the math tells me I should, it would have you replace the level 4 elite with a level 16 minion (or whatever).
IDK, the Thief in my current campaign is hitting 90% of the time when she backstabs...

Seriously, though, the way the DM stats out a monster depends on the challenge he wants it to present. I've used some pretty under-leveled monsters when the PCs have, in fact, come back to the same area and faced some exact same old enemies, and it is a tad dramatic the difference, say, 4 or 5 levels make , and doesn't make for the kind of fights you'd want to do a lot of, but once in a while, to demonstrate character growth, it can be fun. I very much found the same was true in 3.x, BTW.

And if I can't pin down what the actual, true, objective stats for an ogre even are, because they change relative to the level of the party, then I can't use it to model the reality of my game world.
The way I look at re-casting a monster in a different secondary role at a much higher or lower level, is that it is 'reaching' or 'toying' respectively. When you take a standard monster of much higher level, and bring it down to a Solo of the same exp value (there's the consistent, 'objective' bit, btw), you give it action-preservation, and additional powers - that represents it 'toying' with party a bit, doing stunts in combat it wouldn't risk against more dangerous enemies, for example. Go the other way, say 'minionizing' a standard 10 levels lower than the party, and it represents sheer desperation - all out attacks, desperate dodging, and dying/cringing in helpless fear/capitulating/running at the first hit.

Same creature, different circumstances, different performance. When you think about it, there's some verisimilitude there that's lacking if it just pushes the same attack buttons regardless of who it's up against.
 
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The threshold is a DC that an 'everyman' can't hope to touch - like 21+, but which the skilled specialist can manage around that magic 60% or so. 5e's odd affection for 5-DC chunks makes 25 the obvious candidate, and +17 is (max stat, proficiency, & expertise at level 20), indeed, that threshold. Using 21, though (there's no reason you can't), it drops to +12. Expertise gets you there faster, and even non-expertise gets to +11 eventually.

Just as fighters progress primarily through extra attacks, not bonuses to hit, a skilled expert in 5E will have advantage from Enhance Ability and/or Lucky going for him as well. He may also be skilled at creating favorable situations. E.g. a twentieth level ranger can have +31 to his Stealth check from PWT + camouflage, and he can hide in dim light he gets another effective +5 for obscurement, and if he's Lucky he need never worry about getting spotted by anyone with a passive perception under 40, barring telepathy or other cheats. BTW, camouflage + Sharpshooter volley sounds like awesome fun which I am dying to try some day.

As a DM, if you want to create a situation that's easy for experts and hard for novices, do it just like combat: require multiple rolls and a resource pool. Lifting that 10,000 lb rock off the treasure chest? Make DC 30 Strength checks; every success raises it one inch, twelve inches required to get it off permanently, and a failure by 10 means you drop it, take d6 damage from strain, and start over. Get a +10 bonus with a good lever. The mighty barbarian will have that rock off shortly after he finds a lever; the Str 8 wizard will never manage it.
 

I think that what I feel is that 5e fundamentally doesn't challenge you to push the fiction. I'm really seeing this in my current game where nothing much really changes. Yeah, you may get better at X, but you keep just doing X! I mean you got better at X in 4e too, its just that the game encouraged the DM to throw X+1 at you, and etc.

Sounds like a DM or setting issue. My players have fought slaads, ridden allosaurs as cavalry on,a mission which turned out to be a lie, been killed by drow in the underdark, liberated mansions from oozes to help poor peasants, fought jackalweres outside haunted castles, domesticated wolves, failed to domesticate tricetatopses and ropers, run from purple worms, saved the kingdom, accidentally caused a vampirepocalypse which destroyed most of the kingdom, recruited settlers for their interplanetary colony of New Desdemoria, run away from a Rakshasa, boarded and nearly captured a neogi deathspider, and negotiated a treaty with the Elven Imperial Navy ending the Interdict on interstellar trade with their planet.

Play Spelljammer, it seriously rocks if you're into variety.
 

Nifft

Penguin Herder
Yes, I understand 'sandbox' play. Heck, I came up in an era when it was almost the only kind of play that was known. Still, even the sandbox is quite heavily patterned. The dungeon has levels, each one more difficult than the last and arranged so the characters enter at the easiest point. Likewise the town and the wilderness have their progression where the fields around the town aren't too tough, the forest is a bit tougher, the hills are filled with large numbers of orcs, and the mountains are just plain nasty.

The INTENTION of every game is for the PCs to progress from challenge to challenge in some orderly fashion such that they have some 'sporting chance' at each stage. Yes, you can have a very strict sandbox where the characters can be eaten by the elder wurm, maybe even purely by accident if you're mean enough.

IMHO the big limiting factor is the blindness to any result other than straight-up military victory or defeat.

When I run a sandbox, the party's first encounter with an Ogre will not result in a dead Ogre. It may result in a dead PC or two if the players don't even think about escaping from an ogrewhelming adversary.

Then later, they'll feel good about killing one.

Then later, they'll feel good about killing one each.

But there'll always be someone bigger, someone from whom running is wise.

Yeah, I do try to slant in some level-appropriate encounters -- but not every encounter will be level-appropriate, and those not-level-appropriate encounters are most optimally resolved in some way other than combat.
 

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