Don Durito
Hero
Simple is fine. But if you want a system to be modular then you have to ensure that space is designed into it for the more complex actions. This is part of the issue. We were promised DnD next would be modular, and it really wasn't. There was little real thought to how the more complex elements could be added into the simple. See the discussion of how flanking rules if used are now overpowered (and people in 4E were already mocking the whole 'conga' line of doom element of flanking).There are some people who would like a more complex system with firmer boundaries and see the fact that their ideas aren’t hardwired into the game as a flaw.
I personally like the fact that monsters are basic and can be easily improved. For instance my demons and devils all have one or two abilities or spells that vary by individual. The 3e stat blocks are the inspiration. This keeps fiends varied and interesting.
However me expecting that to be hardwired into the game forces my preferences on people who might like something simpler or who don’t have my preconceived ideas of what Osyluth can and should do.
It’s easier to add than it is to take away!
Part of the issue with 5E in this regard is that while the core rules for resolution and combat are very simple. The whole class system is built on lots of exception based spells, powers and abilities. This means you really need to be aware of interactions from changing rules. For example, one DM wanted to make critis more powerful, but I had to warn him, that this would mean a big buff to my paladin, who was already feeling somewhat OP as we weren't really getting in enough combats per long rest.
I don't want to oversell it. It's not that difficult to play around with an houserule 5e. But it's not B/X or 13th Age or Castles and Crusades either.
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