D&D 5E Odd things in the rules that bug you?

Major general bug which goes back to 3e yet 5e still hasn't fixed it: time, particularly in combat, and how the game ignores it.

Examples:
--- a character moving in combat does all its move on its turn, kind of like a micro-teleport: it was here, now it's there. Bug.
--- --- that a character only moves on its own turn means two characters cannot by RAW move side by side (as in, together) from A to B. Bug.
--- spells take no in-game time to cast (you both start and resolve casting on your turn) and are nigh impossible for someone else to interrupt. Bug.
--- --- you can suspend castring your own spell to counterspell someone else's counterspell, then resume your original spell. Stupid, and a bug.
--- --- if you cast counterspell to counter someone else's counterspell yours - the last to start - will resolve first. Stupid, and a bug.
--- simultaneous initiatives cannot by RAW exist. Bug.
--- too many things can be done by a character during a round. It's as if the designers looked at 1e's one-minute rounds, designed the permissible-actions table around that, then shoehorned it all into 6-second rounds without thinking it through.
 

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Major general bug which goes back to 3e yet 5e still hasn't fixed it: time, particularly in combat, and how the game ignores it.

Examples:
--- a character moving in combat does all its move on its turn, kind of like a micro-teleport: it was here, now it's there. Bug.
--- --- that a character only moves on its own turn means two characters cannot by RAW move side by side (as in, together) from A to B. Bug.
--- spells take no in-game time to cast (you both start and resolve casting on your turn) and are nigh impossible for someone else to interrupt. Bug.
--- --- you can suspend castring your own spell to counterspell someone else's counterspell, then resume your original spell. Stupid, and a bug.
--- --- if you cast counterspell to counter someone else's counterspell yours - the last to start - will resolve first. Stupid, and a bug.
--- simultaneous initiatives cannot by RAW exist. Bug.
--- too many things can be done by a character during a round. It's as if the designers looked at 1e's one-minute rounds, designed the permissible-actions table around that, then shoehorned it all into 6-second rounds without thinking it through.
Can I double down on all of this. I mean why are they 6 seconds?
 


Then why do some classes get subclass powers at level one or two?
Well sorcerers are born that way, warlocks aren't warlocks unless they have a patron. Without that they're commoners.

As to why some get things at 2nd instead of 3rd, I just assume it's because of the way spell progression works and they already get 2nd level spells at 3rd level. Getting something at 2nd spreads it out a bit.
 


Then why do some classes get subclass powers at level one or two?
Good question. The split between front loaded & late blooming classes makes it really difficult to make changes to 5e without needing to do one set for each class that gets worse with multiclassing. The fact that the biggest factor tends to be shaded with a good dose of "how important is charisma to this class" certainly doesn't help matters
 



Major general bug which goes back to 3e yet 5e still hasn't fixed it: time, particularly in combat, and how the game ignores it.

Examples:
--- a character moving in combat does all its move on its turn, kind of like a micro-teleport: it was here, now it's there. Bug.
--- --- that a character only moves on its own turn means two characters cannot by RAW move side by side (as in, together) from A to B. Bug.
--- spells take no in-game time to cast (you both start and resolve casting on your turn) and are nigh impossible for someone else to interrupt. Bug.
--- --- you can suspend castring your own spell to counterspell someone else's counterspell, then resume your original spell. Stupid, and a bug.
--- --- if you cast counterspell to counter someone else's counterspell yours - the last to start - will resolve first. Stupid, and a bug.
--- simultaneous initiatives cannot by RAW exist. Bug.
--- too many things can be done by a character during a round. It's as if the designers looked at 1e's one-minute rounds, designed the permissible-actions table around that, then shoehorned it all into 6-second rounds without thinking it through.
This has bugged me for such a long time. 13th Age introduced the ability to intercept people actively trying to move past you, but it's amazing it took that long for someone to actually stop and go, "hey you should be able to do this".

I remember that was actually the last straw back for me back with 3.5. When a GM had a villain move away from me and then run around a corner and then when I went to follow him on my turn I was told I didn't know which way he had gone because he was "out of sight".
 

This one's easy to fix: just overlay the old British system onto D&D coinage such that 12 c.p. = 1 s.p. (shilling) and 20 s.p. = 1 g.p. (pound). One e.p. can still be worth 10 s.p. or half a g.p.; and a p.p. can still be worth 5 g.p.
I've tried various methods, but nothing convinces my players to accept it. Laziness wins again :rolleyes:
 

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