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<blockquote data-quote="Dausuul" data-source="post: 6418639" data-attributes="member: 58197"><p><strong>Likes:</strong> 5E is awesome. As far as the system goes, 5E is an improvement in just about every area over what came before, and I don't say that lightly. (I used to call myself an edition war mercenary, because I kept fighting for different editions depending on the topic.)</p><p></p><p></p><ul> <li data-xf-list-type="ul">Combat is fast, intuitive, and encourages creative play.</li> <li data-xf-list-type="ul">Spellcasters are nicely balanced against martial classes; high-level spells pack incredible power, but you get so few of them that you don't have to worry about high-level wizards becoming godlike. At the same time, at-will cantrips ensure casters always have a trick or two up their sleeves.</li> <li data-xf-list-type="ul">"Big feats" are a vast improvement. 5E feats finally feel like what feats ought to be, substantial packages that really change the feel of a PC.</li> <li data-xf-list-type="ul">The inclusion of backgrounds, flaws, bonds, and ideals (as a core element yet) is excellent.</li> <li data-xf-list-type="ul">Wizard specializations really change the feel of playing a wizard now. It's not just "Hey, you get a couple extra necromancy spells" any more. Necromancers feel like masters of black magic; abjurers are the ultimate arcane duelists; evokers are supreme blasters; etc.</li> <li data-xf-list-type="ul">Ditto cleric domains.</li> <li data-xf-list-type="ul">The Monster Manual is a joy to read, bursting with ideas and inspiration for the DM, and monster stats are tight and clean and well-balanced.</li> <li data-xf-list-type="ul">Magic items are no longer assumed. The Christmas Tree has finally been hauled out to the trash heap.</li> <li data-xf-list-type="ul">Bounded accuracy improves the system in so many ways--not just by making monsters usable over a wider level range, but also by helping DMs set consistent DCs. Furthermore, the hard caps on stats mean that rolling for stats works a lot better than it did in previous editions. Roll well or roll badly, you'll still end up with a 20 in your prime stat.</li> <li data-xf-list-type="ul">I love the implementation of legendary monsters. Legendary Resistance especially is a great solution to the problem of "BBEG versus save-or-die." You can still take down a BBEG with such spells, but you have to try a few times before it sticks; and because the monster chooses when to use LR, you can't wear it down with cantrip saves.</li> <li data-xf-list-type="ul">What we've seen of the DMG looks excellent.</li> <li data-xf-list-type="ul">The game is easily moddable, much more so than either 3E or 4E. The elements are not nearly as tightly coupled.</li> <li data-xf-list-type="ul">Lots of small improvements and streamlining.</li> </ul><p></p><p><strong>Dislikes:</strong> I have two main gripes about 5E, and both of them are presentation-related:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Lack of reference tables in the PHB and MM. I get that they were trying to save space, but it would be sooooo useful to have a compact index of monsters by CR and type, and spells by school. Ari's Spell and Monster Sorters are a godsend, but it'd be better if they were right there in the books.</li> <li data-xf-list-type="ul">A number of rules are ambiguous or unclear. Stealth sidebar, I'm looking at you. (There is a key distinction to be drawn here between "leaving some things to DM adjudication," which I fully support, and "writing the rules in a confusing way," which I don't. If D&D is going to put something on the DM to decide, it should be up front about it.)</li> <li data-xf-list-type="ul">I also have various minor issues; the <em>contagion</em> spell's interaction with legendary creatures, the way <em>magic jar</em> works, etc.</li> </ul><p></p><p>Fortunately, my dislikes are mostly things that can be fixed in later printings and revisions, without requiring significant changes to the actual rules.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6418639, member: 58197"] [B]Likes:[/B] 5E is awesome. As far as the system goes, 5E is an improvement in just about every area over what came before, and I don't say that lightly. (I used to call myself an edition war mercenary, because I kept fighting for different editions depending on the topic.) [LIST] [*]Combat is fast, intuitive, and encourages creative play. [*]Spellcasters are nicely balanced against martial classes; high-level spells pack incredible power, but you get so few of them that you don't have to worry about high-level wizards becoming godlike. At the same time, at-will cantrips ensure casters always have a trick or two up their sleeves. [*]"Big feats" are a vast improvement. 5E feats finally feel like what feats ought to be, substantial packages that really change the feel of a PC. [*]The inclusion of backgrounds, flaws, bonds, and ideals (as a core element yet) is excellent. [*]Wizard specializations really change the feel of playing a wizard now. It's not just "Hey, you get a couple extra necromancy spells" any more. Necromancers feel like masters of black magic; abjurers are the ultimate arcane duelists; evokers are supreme blasters; etc. [*]Ditto cleric domains. [*]The Monster Manual is a joy to read, bursting with ideas and inspiration for the DM, and monster stats are tight and clean and well-balanced. [*]Magic items are no longer assumed. The Christmas Tree has finally been hauled out to the trash heap. [*]Bounded accuracy improves the system in so many ways--not just by making monsters usable over a wider level range, but also by helping DMs set consistent DCs. Furthermore, the hard caps on stats mean that rolling for stats works a lot better than it did in previous editions. Roll well or roll badly, you'll still end up with a 20 in your prime stat. [*]I love the implementation of legendary monsters. Legendary Resistance especially is a great solution to the problem of "BBEG versus save-or-die." You can still take down a BBEG with such spells, but you have to try a few times before it sticks; and because the monster chooses when to use LR, you can't wear it down with cantrip saves. [*]What we've seen of the DMG looks excellent. [*]The game is easily moddable, much more so than either 3E or 4E. The elements are not nearly as tightly coupled. [*]Lots of small improvements and streamlining. [/LIST] [B]Dislikes:[/B] I have two main gripes about 5E, and both of them are presentation-related: [LIST] [*]Lack of reference tables in the PHB and MM. I get that they were trying to save space, but it would be sooooo useful to have a compact index of monsters by CR and type, and spells by school. Ari's Spell and Monster Sorters are a godsend, but it'd be better if they were right there in the books. [*]A number of rules are ambiguous or unclear. Stealth sidebar, I'm looking at you. (There is a key distinction to be drawn here between "leaving some things to DM adjudication," which I fully support, and "writing the rules in a confusing way," which I don't. If D&D is going to put something on the DM to decide, it should be up front about it.) [*]I also have various minor issues; the [I]contagion[/I] spell's interaction with legendary creatures, the way [I]magic jar[/I] works, etc. [/LIST] Fortunately, my dislikes are mostly things that can be fixed in later printings and revisions, without requiring significant changes to the actual rules. [/QUOTE]
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