So, I definitely have my own thoughts on the matter but I'm curious as to what everybody else thinks:
We all heard about how 5e combat is so. damn. slow. Why do you guys think that is, exactly? HP bloat, something wrong with the action economy, too many save vs. half damage rolls, something else...?
Its not just HP bloat, its the "averaging"/balancing that goes on. Which is fine for big important battles but really drags out smaller encounters, and the rest/heal mechanics mean that small combats don't do enough to discourage players away from them (4e has many of the same problems, where 'random encounters' just drag things out another week, punishing the DM as much as the players).
The action economy is fine - Standard, Move, Bonus. But as
@40 Year Old Boomer said, players waffle because there is too much to do with those actions, and trying to get everyone to coordinate, and 5e sort of outsizedly offering rewards for Sweaty-levels of coordination. Additionally, too much time to plan leads to planning take too much time. instead of just working on this turn, players will try to plan 2, 3, or 5 turns ahead. I have had some luck moving to "side based" initiative for 5e: Players go, monsters go. The issue is you still need to put a time limit, and that's hard because then you have magic with spell/counterspell and saves with modifiers for everything.
I think its a mix of people being bad at math and too much to keep track of in your head.
Or I guess: 5e combat isn't supposed to be fast. I just don't think its supposed to be as slow as it ends up being, and the only way to speed it up would be to force people to move faster and/or have the players 'practice'.
which is what the feeder combats are supposed to be
I’ve had a lot of trouble with 5e, and I think it just comes down to simply growing out of tabletop. I’m not very interested in the roleplay aspects anymore. Clever ideas usually aren’t rewarded by the DMs, so we get into combat anyway. Combat goes very slowly, and people seem more interested in doing their own things than cooperating (which further lengthens the combat).
I’ve played in enough groups with enough people to realize it all pretty much ends up like this. It also seems to be a bit of a dead end. SJWs are on the rise. The scene is shrinking. Local game stores are non-existant. Nobody wants to even try other systems. The hobby does not look in good shape, IMO.
I’ve started to get more into cooperative and team vs. team board games. There are a lot of shitty board games, and they’re expensive, but being able to finish a game in less than three hours is very refreshing, and requires people to actually work together.
I think its mainly your group and the people 5e attracts, plus the fact 5e rewards coordination but not cooperation. (4e is guilty of that too). I think mainly its just you're dealing with the 5e crowd, though honestly if you're in the game to avoid combat, D&D is the wrong system - even the early editions that encourage you to avoid combat.
Also I will say four things about clever ideas:
Firstly, the players' clever ideas are never as clever as the player thinks they are.
Second, when an idea IS clever, it often comes too late.
Third, they never telegraph their ideas to the DM so they have some time to think.
Fourth, 5e really discourages the consequences (death/maiming) for the natural consequences of clever idea or when it doesn't work.
I've seen a lot of "clever" ideas that are often just meant to be funny or disruptive vs. actually innovative ways out of a situation a rational person would think of. And often the ideas come late in the process. Once the fighter has stabbed the dragon in the taint, its probably too late to negotiate, or if the party has been faffing off for 45 minutes avoiding the inevitable the DM is probably going to start shutting down anything that isn't "get on with it".
I can think of a couple times I'd have given my players more than they got for a good left-field idea if I'd had some time to mull it over instead of needing to be reactive because 4 other people are also trying to be clever.
Other times they have had a good idea with very bad consequences. Anything over 3e discourages the natural consequences of sounds-good-but-is-actually-bad ideas. One time my players had a technically good idea (smoke out the dungeon) that if it had worked like they wanted, would have just resulted in them having to fight an entire dungeon's worth of goblins at one time (and die). But since most underground areas blow out, I rolled with that instead of killing them immediately - and they were just as likely (arguably more so) to have been put at a disadvantage for hazy conditions.
(OTOH if it was a BX game, I'd have just let them probably die)
Computerizing the game would help immensely. Tracking HP, Spell slots, Damage, carry weight of each item and dice rolls with a program would make things go much quicker.
Personally doing that takes all the fun out of the game for me, because nothing really balances quite right.