Changes in player & DM playstyle in new edition

Post/Author/DateTimePost
#1

Shadewyn

Aug 20, 2014 9:07:44

After playing though the starter, several of the beta items, and part of the new Horde of the Dragon Queen ... I am noticing a definite narrative trend by level.

 

Some of th emost positive feedback I have head on 5E has been in that early gameplay range before some of the math and combo effects derail stuff. OVerall it really feels like monsters need more + to hit AC in order to continue that narrative of a challengeing attrition style game that rewards creative exploration and though over straight blow stuff up 5 minute workday game  play

 

Levels 1-2 "Danger zone"

  • COMBAT = Very scary and a good (or bad) roll of the dice can have combats dropping even the beefy players from full to zero
  • NARRATIVE FOR PLAYERS = Players react to the danger and seek alternative ways to beat items, and even the most munchkin powergamers at my table tried to avoid combat if possible and there was a large amoung of roleplay over roll play seen
  • DM CONCERNS = Monsters swinging +3 to +4  to hit on low to mid AC with players often in one shot range means you may have to pull punches or they will quickly decimate whole groups.
  • BOSS FIGHT / FINALE VILLIAN = very scary and effective, can last a few rounds to challlenge players with allies

Level 3-5 "Annnnd enough of that scary stuff ..."

  • COMBAT = Loot RAW in the modules allows players to approach max AC pretty quickly (they have nothing else to spend money on in this edition however monsters really haven't upgraded their "+ to hit".  Add in increased player HP, new healing powers, better AC, team combos, and ways to add disadvantage to monsters ... the players turn into super heroes
  • NARRATIVE FOR PLAYERS =  When you can chain pull all of cragmaw castle at once or Thunder tree (minus dragon) or Wave Echo and not even blink ... well the desire to find creative solutions and explore alternatives tends to fall by the wayside of "we have ultimate power ... crush you puny threats" as they rampage like godzilla around the mondules.
  • DM CONCERNS = Monsters swinging +3 to +4  to hit on high AC players with their new support powers means DMs have to play smart to make anything at this level remotely challenging and for the attrition model of gameplay to work
  • BOSS FIGHT / FINALE VILLIAN = you will be lucky to get off the description of the target before the players curb stomp it

Level 6+ "Uh oh DM does damage from saves ..."

  • COMBAT = Monsters start doing damage on save effects or save for 1/2 ... suddenly chain pulling is stupid again.   Now the best way to win is alpha strike.  Suprise and high inititiative coupled with low moster HP compared to player damage means the only relevant round of combat is the first one
  • NARRATIVE FOR PLAYERS =  Players have the capability to one shot pretty much any target they want first round, so it becomes a game of "who is the biggest bad".   Creative encounter interaction makes a comeback,
  • DM CONCERNS = attrition sorta doesn't exist anymore ... players can soak anything you dish out and "rope trick" to recovery.  You had better put a clock on them to encourage anything past the five minute workday
  • BOSS FIGHT / FINALE VILLIAN = if it doensn't have "legendary" and "lair" actions along with blocking allies ... its asking to be one shot round one
#2

mcintma

Aug 20, 2014 10:30:40

Interesting!

 

Since 5MWD is thread you're addressing, I just wanted to point out Rope Trick is only 1 Hr now - so won't do much good for casters.

 

Leomund's hut comes up at higher levels, but it is clearly visible and quite easy to Dispel etc. if enemies are pursuing.

#3

seti

Aug 20, 2014 10:46:00

My group are probably going to go for a simple 1st level nerf, like PC's getting double HP. I don't forsee anything else to change playstyle, honestly...We're not power gamers, and we'll play just about anything, really...I don't like 3e/PF for example, but if a good or great DM came along and would DM all of us (Our group is small, Me, usually DMing, my wife, and another couple we've known for years) we'd totally jump into that.

 

I only want to do the level 1 nerf because we're so used to 4e, so, being that weak all of a sudden would shock us a bit and might result in a TPK or two, lol.

 

All of us are excited to see the DMG, and check out multiclassing, race, class, and background building, etc.

 

We just wrapped up a campaign, after getting to level 24 and pretty much winning our own floating city...so, meh. Not much more to do after that. Also, game burnout. We've been board gaming and playing fun stuff like Cards Against Humanity the past few weekends. Plus, new Dr Who this weekend so...yeah.

 

On my end, I might want to DM a more traditional setting. Not FR, per se, but something more generic/classical fantasy like that than what we are used to (homebrew setting, and dark sun).

 

Edited by Orc_Barrons: Inappropriate Content violates the Code of Conduct: http://company.wizards.com/conduct'

 

#4

Centauri

Aug 20, 2014 10:55:41

Shadewyn wrote:
#5

kev777

Aug 20, 2014 12:03:15

I like to use my encounter table from 2e for extra dimentional spaces.

#6

cranebump

Aug 20, 2014 18:00:15

If characters are still mopping up everything and collecting the loot (let's just call it XP farming), then they didn't fix the squishy monster problems of the playtest. Depressing.

#7

ClockworkNecktie

Aug 20, 2014 19:32:31

Meanwhile, I've heard about 300 complaints about "monster hp bloat" on various forums. Jeez, are monsters squishy or not? ;)

#8

JohnLynch

Aug 20, 2014 20:34:28

ClockworkNecktie wrote: