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D&D 5E 5E: The Best and the Worst


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n0nym

Explorer
Like : simplicity. It's very easy to prepare and run a game in 5th.

Dislike : simplicity. Most monsters lack depth. Weapons also suffer from oversimplification.
 

Weird Dave

Adventurer
Publisher
Like: Acknowledgement and support of the fact that the game needs a Dungeon Master. Players have their class abilities, and many of them are worded loosely to create interesting and unexpected situations that a DM is required to arbitrate. Absolutely fantastic, as a DM I haven't felt this much freedom from the core rulebooks since 2E!

Dislike: Death and dying rules. Like any game played between friends I can change whatever I want, but the core rules for death and dying lack teeth in my mind that can rob a game of suspense. Nobody likes it when a character dies, true, but what's the point if there's no risk?
 


Sacrosanct

Legend
Like: I can play the game in the style that fits my group (mostly Old school style), specifically rulings over rules and no longer need to multiclass (with how backgrounds and feats work).

Dislike: Every class having a caster subclass. I.e., too many spells/powers everywhere. Many of the newer players I play with seem to get locked into this "if it's not on my character sheet, I can't do anything neat" approach. Luckily the experienced old timers show them how they can use the environment and creativity to still do neat things even if they don't have a power/skill for it.*


*edit OK, this is a lie. the new players who are also kids don't seem to have the problem. They are very up front about "I wanna do this, can I?" and tend to be really creative in what they want to do.
 
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DEFCON 1

Legend
Supporter
Dislike: How Barkskin works per Sage Advice.

Like: Everything else.

Which is kinda wonderful that my only complaint is a single spell that truth be told I've never had anyone actually use in one of my games, and which I could (and easily would) use my own houserule for if it ever came up.

But I think the explanation of what this particular spell does in the story is SO counter to how the spell works mechanically that it still irritates me to no end that Jeremy Crawford is sticking with his lame-ass intention decision. ;)
 

Skyscraper

Explorer
Like: the balance struck between (a) ease of play and (b) PC options.

Dislike: the lack of monster options that mostly either just hit or cast a spell.

4E - with its combat way too complex - still had nifty monster powers that were very defining. I find it too bad that they didn't import that into 5E.
 

phantomK9

Explorer
Dislike: The missed opportunity to expand on the rules of "when you cast this spell of a higher level..." Currently it only includes a few things like extra damage and sometimes adding additional targets. Not all spells have this either. This should have been expanded to allow for multiple options like: increased range, increased area of effect, additional damage, additional targets, increased Saved DC, etc. etc.

Like: Very hard to pick just one. But judging by the session is ran just this weekend, the nature of the edition where not every single little thing is given a rule and not all creatures are 100% defined down to the smallest detail. "Rules-light" I guess is the word, but that doesn't seem exactly right. Anyway makes coming up with things off the cuff without have to worry too much about it conflicting with some rule or description is very nice.
 

Dislike: How Barkskin works per Sage Advice.

Like: Everything else.

Which is kinda wonderful that my only complaint is a single spell that truth be told I've never had anyone actually use in one of my games, and which I could (and easily would) use my own houserule for if it ever came up.

But I think the explanation of what this particular spell does in the story is SO counter to how the spell works mechanically that it still irritates me to no end that Jeremy Crawford is sticking with his lame-ass intention decision. ;)

If we're going to get to that level of specificity, then I'd add in leodmund's hut, inflict disease (or whatever it is called), and one-handed quarterstaves with polearm master (with or without Shillelagh).

Like: despite the griping (and a few things like hands-on-weapon/hands-to-cast-spells or investigation/perception ambiguity), the basic rulings-not-rules mentality has worked. And by worked I mean it has been accepted (for the most part) by the community. Despite coming off of 2 editions with strong rule codification, I don't see a lot of threads extolling how "broken" the game is because of clearly-outside-of-intent-game-interaction.
 


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