EzekielRaiden
Follower of the Way
So much for the "modularity" they sold us on...The game is better for having a fairly low amount of variant rules that replace major rules systems.
So much for the "modularity" they sold us on...The game is better for having a fairly low amount of variant rules that replace major rules systems.
I'm not sure the 5 minute work day is fun in the long run. In the short run, yes, you feel awesome, but in the long run winning every encounter easily gets boring, because the challenge aspect of the game gets trivilaized.It seems to me that the 5 minute adventure day came from players doing their darnedest to optimize fun into the game - for them. It's less fun for DMs, but more fun for most players - the exceptions being the players of fighter types who get left behind in the "more able to do more fun stuff each encounter" race.
IME, players don't much like per-day limits, and have been grumbling about Vancian magic since the earliest days. Naturally they want to work around the fun-draining effects of this (fun draining for them - it's loads of fun for DMs). The 5 minute day is an effective method of doing so.
More generally, there's the issue of what's fun for DMs is very often not so fun for players, and vice versa. Fora like this highlight the issue because they have more DMs as active participants and so skew things toward the DMs point of view.
(And yes, I'm almost always a DM/GM too. But my touchstone for running a good game is "How does this look from the players' point of view? Would I really want to be a player in a game run like this?")
That's what gamers do. Optimize the fun out of games. It's a thing video game designers account for in their designs.I'm not sure the 5 minute work day is fun in the long run. In the short run, yes, you feel awesome, but in the long run winning every encounter easily gets boring, because the challenge aspect of the game gets trivilaized.
One of the most common complaints I hear is, that 5e is too easy.
Like, people love Dark Souls because it is hard. Winning an extremely diffifficult encounter while being already low on ressource feels extra satisfying.
Of course everybody has a different threshold for how challenging they like their game, but I doubt a game were every encounter is trivial will make fun in the long run.
But of course, in a game, the moment you find the optimal strategy, many players can't help themselves and need to use them. Like in Baldurs Gate 3, I find myself long resting more often than I would in a Table game, because (so far) taking as many long rests as I want doesn't seem to have a negative impact. But it also takes challenge out of the game and leaves only one challenge - 2x deadly encounters. Either I'm able to win that encounter with 100% ressources or not.
I'm not sure the 5 minute work day is fun in the long run. In the short run, yes, you feel awesome, but in the long run winning every encounter easily gets boring, because the challenge aspect of the game gets trivilaized.
One of the most common complaints I hear is, that 5e is too easy.
Like, people love Dark Souls because it is hard. Winning an extremely diffifficult encounter while being already low on ressource feels extra satisfying.
Of course everybody has a different threshold for how challenging they like their game, but I doubt a game were every encounter is trivial will make fun in the long run.
But of course, in a game, the moment you find the optimal strategy, many players can't help themselves and need to use them. Like in Baldurs Gate 3, I find myself long resting more often than I would in a Table game, because (so far) taking as many long rests as I want doesn't seem to have a negative impact. But it also takes challenge out of the game and leaves only one challenge - 2x deadly encounters. Either I'm able to win that encounter with 100% ressources or not.
Everything points to quite the opposite, except of course, your own personal sensibilities.They designed 5e around one base.
That ended up not being the most popular base
The miscalculated who would be main game buyers
The opposite.Everything points to quite the opposite, except of course, your own personal sensibilities.
IMO. Modularity would have made things worse not better. Like it sounds really good, but it's exponentially harder to make right/balanced/well-designed, which means its usually just rules that all fit badly together.So much for the "modularity" they sold us on...
I think your taking these comments and findings to the extreme to fit your position. Everyone knows it, well, except you.The opposite.
The whole 2024 playtest process confirms everything I've said.
The first 7 UA were full of changes the designers have been sitting on for years that they wanted to try because the community doesn't play like they expected in 2014.
Like Jeremy Crawford litterally said the 2014 ranger was a highly played class that had very low satisfaction when surveyed and the druid was a high satisfaction class that no one plays.
They litterally built a game not for its current audience which was balled out by 5e's ease to adjust the "mismatched" rules of ruleset.
Sure…I’m not sure how that relates to what I said but yeah, you can always increase the incentive to use resources. You don’t even need to add more encounters, most of the time. Adding some enemies to an encounter, and then using exploration challenges that can be solved with spells (and others that can’t, obviously), can also do the job.Sure, and as shown in the amth in the OP when Wizards are outperforming, the game offers tools to fix that (push their resources harder).
So…what I said is a bad idea to do too much of, that you then said “who said that?”. Got it.But again. Who said that?
Make default Action Surge 1/SR. Variant Action Surge is 3/LR. Call it Action Points
So at the table where they only have 1 big fight per day, the fighter has 3 Action Points to Nova just like the Wizard can vomit all their spell slots.
That's how I run urban adventure where after every fight the group go back home to sleep.
Okay? Did they advertise the 5e PHB on that idea?So much for the "modularity" they sold us on...
Why?IMO. Modularity would have made things worse not better. Like it sounds really good, but it's exponentially harder to make right/balanced/well-designed, which means its usually just rules that all fit badly together.
No I said that the DMG was rushed and focused on old school, dungeon heavy gamers, they missed their chance to add rules for not-old-school-dungeon-only-gamers. And old school, dungeon heavy gamers ended up not being the majority of the audience.So…what I said is a bad idea to do too much of, that you then said “who said that?”. Got it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.