I have taken a deep dive into 5e, my thoughts and observations, and how it is not a good beginner rpg.
My complete obervation is here! (https://flintlocksandwitchery.blogspot.com/2024/04/some-thoughts-about-d-5e.html)
Muchas gracias!
(https://media1.tenor.com/m/FoPnbeunzAsAAAAC/goku-gohan.gif)
Which D&D avatar, then, would you advice for beginners ? The Magenta box ?
It is interesting to note that during their surveys, WotC found that players were very happy with the Rogue, despite being one of the "weaker" options. It seems like players mainly want something interesting to do.
Personnally, I dislike the hit point recovery system. I really prefer the old (cruel) system : 1 hp for a 24h rest.
I guess its hard for me to criticise 5e, because I'm into rpg because of it. I was born in 2000 and first played the new D&D (Dungeons & Dragons—5th Edition, 2014 version) in 2014 as a 14 year old when the local library club ran an after school game.
And I think a lot-lot of younger players know 5e as the everything of d&d.
When I talk to older folks they do say its more streamligned than earlier versions. Less sub-systems etc?
But as I slowly get exposed to new games and old ones I guess I can appriciate some of your points
As a playtester, I can tell you 5E did not start that way. It actually WAS a good intro RPG. I agree with your observations on how it turned-out.
I played 1e AD&D, and I had been away from gaming for a few decades when I picked it back up. When I returned, 4e was the system. You can imagine my confusion and dismay. The game resembled nothing like what I knew. When 5e came out, I was excited that it appeared to return to its roots somewhat - or at least it would facilitate a more familiar game. I bought the essential books and joined a game.
It didn't take long in actual play to realize that the façade hid a different, but equally unsatisfying, game. From your blog post, "A game played on a character sheet with players looking to hit character sheet 'buttons' to solve problems and waiting for the next serotonin hit from the next level, magic item, spell, or whatever else they earn." This is precisely what I ran into. Some might argue that this playstyle is the players' fault, and that's not entirely untrue, but that is what the system rewards. Is it possible to recapture an older feeling with the new rules? Sure, but it's swimming against the tide.
That's a pretty detailed post, and I agree with most of what you're saying, especially the CR. The good thing about it is that at some point as you run more and more games, you'll get accustomed to your players' power level and begin to tailor encounters without so much as looking at a CR.