this post was submitted on 17 Nov 2025
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I haven't played much 5e, I was comparing it more to 3.5, I am pulling from loose memory and the spotty options that exist online (due to the game system license which honestly didn't help 4e's case), but if this source is to be trusted for the things that have been made creative commons, it shows the charm person power. It's an encounter power with the standardized to hit mechanics the effect is:
Compaired to 3.5's from here:
This is obviously only one example, and a particularity egregious one at that, but speaks to the sorts of differences I saw in what 4e was trying to do, and what 3.5 was doing. I don't think it's fair to attribute the dissatisfaction specifically to grognards, when these are very clearly different kinds of systems, and the goals of 4e are much more video game like in having controlled variances and results, rather than the freer form of 'rulings not rules' intended games.
If that's not your style than, rock on, but I feel like the counter culture revival of 4e does gloss over the fact that is really was a pretty drastic shift in what DnD was, and it was disliked authentically for the very different and opinionated choices it made, not just online backlash.
I think charm effects were moved to rituals, from a quick search.
https://dnd4.fandom.com/wiki/Call_of_Friendship for example.
It makes sense to me to move the non-combat spells into their own thing (ie: rituals). Details like should they take 10 minutes or 10 seconds can be debated. I think you need to compare 3e's Charm spell to rituals for a fair comparison. They seem pretty similar to me.
5e and 3e often have this unpleasant (to me) tension around like "I could solve this problem with a 3rd level spell slot. I could just fly over the chasm. But... then if I need fireball I won't have it later. So let's do it the mundane, slow, boring, way that doesn't use magic.". Rituals were a decent solution for that.
@jjjalljs @Postimo Also, 4e gave us useful at-will cantrips so that a wizard out of spell slots still feels like a wizard.
Its one thing 5e kept that I was glad of. I wish skill challenges had come along too, along with Healing Surges keeping their name. Hit Dice has a whole OTHER meaning within D&D, using the term for the dice you can roll for healing during rests is just confusing.
That's valid, we might have under utilized rituals in replacing much of what I felt was lost in vancian casting. I still feel the homogenization of powers, while very sensible from a mechanical standpoint, stood out to me as very video game.
I can see you're point in spell slots use for environmental vs combat, I think that was part of what I found interesting in caster classes in 3.5, and later pf1.
I get that there is a lot of intelligent design in 4e, and I think on a mechanical level it makes a ton of sense, but I think ultimately it comes down to rules vs rulings mentality to the game. I would say it was very much on the side of rules, and for many players that felt much more like the MMOs they knew than a TTRPG.