Please describe what the combat technique looks like in storytelling tems that make sense, for example, what did you do in terms of swordplay that make someone not even seeing you and being bothered up close by all the other adversaries still bothered more than you than all the rest ?
That their form is so good, how it he managed to cut through your guard with such grace that even as he backed off you were still worried about him lunging back in with his rapier?
Or that the crash of his greataxe against your shield was so rough that if he tried again, it'd cleave you in two. Even if he's not in front of you, the savageness of the attack still sits in the back of your head?
Like, are we just talking about creating fancy justifications in-world for it? I could do that all day. You ask why not the rest, but why is only the Bear Barbarian the one who causes people to be at disadvantage if they aren't attacking him (unless they are immune to fear)? Why do certain martials get to attack more than others? We carve out exceptions because exceptions are how we create classes. I mean, why do Barbarians in 5E not get Fighting Styles, but Rangers/Paladins/Fighters do?
As for the DM's role, you really, really should read the DMG of both versions. I'll just put the first words of the introductions, guess which is which:
- It’s good to be the Dungeon Master! Not only do you get to tell fantastic stories about heroes, villains, monsters, and magic, but you also get to create the world in which these stories live.
- 1Most games fundamentally a cooperative game. The Dungeon Master (DM) plays the roles of the antagonists in the adventure, but the DM isn’t playing against the player characters (PCs). Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she the DUNGEONS & DRAGONS have a winner and a loser, but ® Roleplaying Game is doesn’t want the player characters to fail any more than the other players do. The players all cooperate to achieve success for their characters. The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other
players have to work to overcome them, but not so hard that they leave all the characters dead.
So guess which one is the one about telling stories and which one is about presenting challenges ?
Both, but 4E is honest about the decades-worth of problems with adversarial GMing? Like, the first is just meaningless boilerplate. The second is actually useful in explaining what a GM does and what they are meant to do by explicitly outlining it.
All the rest follows from it, including the first words on the sections about being a DM:
- A competitive sport has referees. It needs them. Someone impartial involved in the game needs to make sure everyone’s playing by the rules. The role of the Dungeon Master has a little in common with that of a referee. If you imagined that all the monsters in an encounter were controlled by one player and all the adventurers by another player, they might need a referee to make sure that both sides were playing by the rules and to resolve disputes. D&D isn’t a head-to-head competition in that way, but the DM does act simultaneously as the player controlling all the monsters and as the referee.
- The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and also creates and runs adventures that drive the story.
So guess which edition is about the world and which is about the rules ?
After that, lots of words appear, but guess which stay in your mind ?
Once more, it's not a question of value, buit the design intent is totally obvious when you actually read the books.
Again, the 5E is meaningless boilerplate while the 4E is actually useful in that it is forcefully and immediately trying to confront the misconception of the adversarial GM. You talk about how 5E is a cooperative game, but you posted two big paragraphs where 4E is hammering home the idea of how D&D is meant to be cooperative even if the GM is sometimes meant to be put against the player. 5E doesn't mention anything like that at the start. It just assumes you know what you are doing... which feels like a lot of the problems of 5E, honestly.
5e is way less crunchy than 4e. Combat rules take 1/3 of the pages for example (10 pages in 5e, 30 pages in 4e). You obviously like crunchy and structure, I used to but I got bored by it, etc.
I mean, it's less crunchy in certain ways and way more crunchy in others. Look at spells, multiclassing, etc. There's a whole bunch of (likely unintended) crunch in how you dive into other classes and which order to do it in.
Again, there are blindspots because you want rules everywhere. There are people clamouring for social rules in 5e for example. I've never felt the need for that.
No, please don't put words in my mouth. I specifically said I don't want rules everywhere, but I do want more rules
in certain places. I don't need rules
everywhere, but it's nice to have some guidelines for specific things.
Or, you know, you can just let players interact collaboratively without needing someone to hold them by the hand, or rules to guide them. I should invite you to an Amber Diceless RPG or Nobilis game, some day.
That's great if you have players that do that. I've found, especially with players coming from older editions, that they are more hesitant to do such things because they are used to a more adversarial GM. You know, the misconception that 4E first addresses when talking about how to GM it. I've found giving them structure to play in is actually really helpful because having structure can help focus their ideas and imaginations in certain ways. Being able to do that stuff on their own rather than just having to ask me helps them not only feel empowered, but also allows them to prepare most of this stuff beforehand without me.
And once more, you are wrong, there are no monsters per level. Bounded accuracy means that goblins stay dangerous at any level (you just probably need more of them).
In any case, this is pure bad faith on your part, you said that there was a table about DCs per level according to easy/medium/hard in 4e, I just pointed out that there is exactly the same thing in 4e, a table with DCs for easy/medium/hard, it's just that, thanks to bounded accuracy, it's not per level...
The only bad faith part here is you, because CR is absolutely a thing and I have to believe you are being deliberately obtuse to deny it. Bounded accuracy doesn't mean that you can't have enemies who aren't suitable for your party, though this is more a problem with being above their level rather than lower; just because you have bounded accuracy doesn't suddenly mean your party can take on an Adult Dragon at 5th level.
And the one in 5e is not really the same: there are 3 levels for DCs, which are only given by vague ideas. The damage
is given by level, but it's also across many more levels: 4d10 is a very different kind of deadly to 1st than it is to 4th, just as 10d10 is very different for a 10th level character compared to a 5th level character, but they are in the same band. That's... not good design, in my opinion. These bands cover 4-6 levels each, while 4E's cover the equivalent of 2 each. The amount of specificity is way different.
Of course it will. Climbing a ladder is easy, which means DC 5 in 5e, but which means DC 19 if you are level 30, which means that it's way harder if you happen to have a commoner with you at the time.
That's not how that works, and I can't really assume you are arguing in good faith if you are making these sorts of comments. Having a DC19 is something easy for someone at 30th level, but doesn't mean every easy task is that. You'd have to be a moron to assume that. Instead, they are telling you that scaling a castle wall is an easy task at that level, while at 7th-9th level that's a hard task.
The "level DC" is meant to give an idea of how challenging something is for the players, rather than be applied to everything they do. The DC of tasks in the world remains the consistent to what they are, but now the GM has a good way of measuring their difficulty relative to where the players are. I've literally had this argument a dozen times on the PF2 forums: I am totally a believer in things having their DC set by the world. The nice thing about those tables is that I can easily cross-reference them to know exactly how difficult it will be for my players if they come across them.
And, once more, this shows that you don't understand 5e rules. The guidance is there, page 238 of the DMG, actually way easier than in 4e because it's not a table per level.
I've seen that. That's not good as guidance, because it's generalized and vague. Like, telling me something is "Hard" versus "Very Hard" just leaves me to eyeball it in terms of who and what can do something. Those are just vague terms which can mean different things to different people and if you're not good with calculating probabilities might cause you to over or underestimate how difficult a task is. I'm good with math so this isn't much of a problem for me as it is an annoyance, but it's all over the system itself.
Once more, you should really read and understand the 5e rules, you have no understanding of what bounded accuracy means.
I
do, but shouting "Bounded Accuracy, Bounded Accuracy" like an incantation doesn't really address what I'm talking about. It's not a solution for everything and can honestly lead to problems if you think it will. It's as weak an argument as boldly asserting that I need to read the rules again when I've run the system since it came out. Just because I disagree with you doesn't mean I'm missing something, it means
I'm disagreeing with you.
Yeah, right, tell that to the 10 times more players of 5e than 4e who could actually understand and play the game not that it is no longer a pure complicated geeky things.
I mean, it still
is a purely-complicated geeky thing. Again, spellcasting is
way more complicated than 4E, as are learning different classes and their individualized systems, as well as competently multiclassing. Heck, character building to avoid trap options is way more of a concern and demands way more system knowledge.
4E's problem was not that it was complicated, but that it was different. It's a different idea, and we're in a conservative hobby that doesn't like too much change, and 4E was a whole lot of it.
The problem is that, as efficient as they are, it still does not compensate for the fact that they are long, complex, prescriptive and need to be all mastered properly to play the game as written.
Whereas I can take to heart the introduction of 5e where it says "To play D&D, and to play it well, you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game." and use the rules to run a game with my 5 years old grandson who does not even know how to read, much less apply any of the complicated. imbricated rules of 4e.
I mean, I know people around here have talked about running 4E with young kids, so trying to pull that card is meaningless. Just because you don't think it can be done doesn't mean it can be, nor does it suddenly eliminate the complexity inherent in 5E's design, particularly in its character building. You can push your grandson off to a simpler class, and if he picks a trap option you can GM around that, but they still exist.
This is the point: just because there are fewer rules doesn't make something
simpler: rather, when you create a bunch of individualized and unique systems for everything from spells to classes, it creates a lot of unspoken complexity there. 4E has complexity, but it's also tied to a bunch of universal mechanics and systems, so everything is tied into the same language in a way that most of 5E just
isn't.
That's because, coming from a system that restricts your thinking to what the rules tell you you can do, your imagination is stinted. D&D does not have to be a mechanical, technical tactical game, it can be mostly a storytelling game with a few rules support, so you don't NEED any sort of mechanical interaction to make a character interesting.
Ah yes, my imagination is "stinted". Totally my problem, totally my fault. I simply cannot see the majesty of the game.
Yeah, no. I've played plenty of games with differing levels of complexity. My imagination is fine, but I find having guidelines to be nice because it sets expectations rather than having to negotiate them constantly. If you are someone who is naturally shy and conflict-averse, it's very nice to not have to hash out details about how things work, especially when you have argumentative players. And when you have creative players, it's nice to give them guidelines that they themselves can see rather than me having to give it to them, because then they can do that on their own rather than have me need to rule on each one.
Yeah, right. At this stage, I don't think there is anything more to add. Please try some almost ruleless games. Amber has 4 attributes and the highest one wins, no dicerolls (since it's diceless), no mechanics, and still we played extremely satisfying multiyears campaign. It's waaaay more fuzzier than 5e.
That's great, but I don't really care because we are talking about 5E and 4E and not Amber. Like, you keep talking about other systems and I keep saying
because I'm not talking about more freeform systems, I'm talking about a pair of fairly crunchy rules. One is crunchier than the other, but less so than you'll likely admit.
Sure, I could go play Dungeonworld and I'd probably be pretty okay with that because it has a different level of crunch compared to 5E and they probably are better adapted to using that lack of crunch than 5E is. That's been my point: I don't think 5E is a good balance for that while I think 4E hits the level of crunch it wants to do in a way more satisfying way. To me, 5E is just a bunch of half-measures trying to please everyone, paying lip service to being freeform but in fact not really
being that or executing on it in any sort of satisfying way. Rather, it just decides not to include things that would be useful, because it thought "less rules" simply meant not writing some of them down instead of actually designing a game that used fewer rules.