I have been playing D&D 5th edition on and off for over two years now and have been DMing in a biweekly group since last June and I can honestly say that I believe I had more fun as a player than running campaigns, primarily because I believe the 5e combat mechanics are broken in comparison to older editions of the game.
Now I am no grognard, but I will preface this post by saying that I have played first edition games and ran some basic D&D games (mostly the Meltzer or what gamers call BECMI nowadays) and this is the version I seem to like the most, outside of AD&D first edition.
Why do I say that D&D 5e's combat system is broken? Well let's take a look at page 9 of the Rule book from the new starter set (which basically just condenses some of the key rules from the 2014 PHB) where combat is covered and you will find what I think is the biggest culprit: Step 4 which states that after rolling for initiative, each participant in the battle takes a turn in initiative order. The problem is that by the higher levels, (my players are level 7 now) they have amassed so many abilities and powers, that even a single monster with a CR a level below or above will present little challenge if played as written in their stat block.
Well you might say that the answer for the DM is to have more of the same types of monsters attacking the party, but this is not always optimal in practicality or even possible due to narrative reasons. Today the party travelled north in the Forgotten Realms and squared off against a B'rohg which was about twice the size of one of the party members, our barbarian, whose pet is a two headed hell hound, never even broke a sweat. Even though the creature has the ability to hurl boulders from a great distance and does possess multiple attacks, it was no match for the party, usually the more members of the adventuring group in a fight, the bigger the advantage they possess due to the sheer number of turns vs. the creature they are fighting, even if the creature has immunities and multiple attacks.
So in this case, a CR6 monster against a full party of 7th level characters did not stand a chance. Granted, it was only one creature, but usually the party is so much more powerful collectively that if you have a group vs. the characters, the results will be the same, only combat may take slightly longer because you are reducing the health of monsters with slightly over 400 hp instead of the long combatant with only 136.
So even if the creature were to attack with its rend power which can make 49-85 worth of damage in a single attack, it really doesn't matter if the creature rolls low on initiative and never gets a turn at bat.
Health and dying
Another problem with 5e which has been well documented and which I won't rehash too much here has to do with the relative ease in which the adventuring group can heal and recuperate health. If they have a cleric in their midst, this procedure is even easier, but let's say that the character is reduced to zero h.p. and fails its death saves (unlikely because the game is set up for recovery of health vs. permadeath), spells can always bring the character back from the brink or even from death itself. What's worse, the short rest and long rest mechanics allow for faster and more effective heals and recovery of spell slots. Of course, in older versions of the game material components were required to perform some of the more intricate spells, but that has been mostly done away with at the DM's discretion. Mostly the spell caster will use a spell focus in lieu of required components.
Lastly, spell casting classes are a bit broken too, with cantrips being powerful at times and which can be repeated over and over without the need to spend spell slots.
But for me, the most broken mechanic is still the unbalanced combat system. So much so that it has me longing to play BEMCI or a more challenging OSR version of the game. How do all of you out there ameliorate this faulty combat mechanic?
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