I've been running 5E on a consistent basis for several groups since it was officially released. Now that I'm basically leaving 5E, I'm looking at a few things that never quite worked for my groups and me.
1) Backgrounds. They just don't contribute enough to the character's abilities and feel tacked on.
2) Inspiration. Half-baked idea that is literally never remembered. Unless you have people always fishing for bonuses in annoying ways.
3) Treasure Hordes. This is in the DMG, and there is actually a recommended schedule for awarding magic items and treasure. Too bad no official products ever used these guidelines.
4) Advantage/Disadvantage. +5/-5 is too big of a modifier for most conditions. Flanking is lethal against the PCs (so we didn't use it).
5) Bonded Accuracy. A good idea in practice, except that it turns monsters into bags of hit points.
What did I miss?
1) Backgrounds. They just don't contribute enough to the character's abilities and feel tacked on.
2) Inspiration. Half-baked idea that is literally never remembered. Unless you have people always fishing for bonuses in annoying ways.
3) Treasure Hordes. This is in the DMG, and there is actually a recommended schedule for awarding magic items and treasure. Too bad no official products ever used these guidelines.
4) Advantage/Disadvantage. +5/-5 is too big of a modifier for most conditions. Flanking is lethal against the PCs (so we didn't use it).
5) Bonded Accuracy. A good idea in practice, except that it turns monsters into bags of hit points.
What did I miss?