Some won't ever. There seems to be a general consensus among big numbers of people who liked 3.5 and Pathfinder that 5th is really good or at least good enough to switch over.CapnTthePirateG wrote: Of course the question becomes will people figure this out?
Everything I'm seeing in the edition are my least favorite parts of 3rd and 4th sown together into an unholy abomination of dick limbs that people can't stop slobbering on.
4th was my favorite so far, having run two long running campaigns of it, but I look back and honestly assess what I was doing, I'm noticing a couple of things. The first game I ran was pretty much by the book. There were a couple of stumbling blocks, but the game made it to 19th level from 1st with a group of 5-8 players depending on who showed up. That was right after the game came out, and it looked like 4th was doing everything right that 3.5 was doing wrong for me.
Mainly easy encounter design. After running several games of 3.0 and 3.5 the high level encounter design was such a pain in the ass that I gave up somewhere around 12th to 16th level. A friend of mine ran us all the way from 1 to 21 in 3.0 and it was plainly obvious that his approach was "the book says this is fine, so here it is", and usually we would run roughshod over the encounter because there were 8 characters and he was using pretty much standard monsters of our CR. He did the same thing in another game and very rarely did we feel challenged, or even slowed down.
So 4th, initially, solved those problems for me by giving me a way to build encounter that kept the game challenging but beatable, and for that I loved it.
Until the cracks in the rest of it started to show. Skill challenges were the first thing that went. It became obvious that writing a skill challenge meant looking at the character sheets and figuring out something for each person to do with two of their skills to contribute.
Fights in paragon were taking way too long. People had too many abilities and powers to reasonably keep track of, PCs never took enough damage to be bloodied usually, and monsters were just huge sacks of hitpoints with occasionally one interesting thing they could do. Magic and wealth were...ugh.
In my second game of 4th, I cut out the skill system entirely and replaced that half of the character sheet with a custom FATE build. I cut out every level but 4th, 8th, 11th, 14th, 18th and 21st. I did away with wealth and magic items stuff entirely by making each PC the scion with of a noble house (with a vault of magic items that would be handed out when they proved worthy) with no need to buy and sell petty items. I handed out the math patch feats as bonus feats. Almost every system except character combat advancement and encounter building was cut out or changed.
It became pretty obvious that I wasn't playing 4th ed any more. And I wouldn't play it again now. But 5th looks like it hasn't solved any of that. And it looks like that before the core books have finished coming out. If my buddy who seems excited about it runs it, I'll play, because the game will probably be fun, but it will be so in spite of the rules not because of them.