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D&D 5E Are Per Rest Resources a Hindrance?

Uh, no. I was more replying to some of the other people who have replied to my post. Like UngeheuerLich who just replied with "yes".

Give me 4 abilities that I can use more than once.

But just finding out the perfect order in which to use ability a, b, c and d was incredibly dull and did not feel like I am playing a roleplaying game.

Then I indeed prefer just attacking and rather worry about positioning.
 

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um... if you feel that way then just becuse you like it doesn't mean it isn't broken... this is the round about going on in almost every thread right now
Look, I don't know about you but I've been on the forums more that 20 years and what's been  always going on is people pretending to prove that every game edition is unplayable, but the reality is that millions of people play it without fuss. Theorycrafing is a hobby of its own.
 


Actually, a lot of people do fuss. I know quite a few. They just don't fuss in internet forums. Perhaps they're saner for it. Maybe there are people who completely like every aspect of Dungeons & Dragons. But I'm more inclined to believe that everyone has something they don't like about it. But what other game are they going to play? Something with a more niche fanbase, due to being less known and having less exposure. Dungeons & Dragons is a mass media empire. Books, computer games, t-shirts, collectibles, memorabilia, (terrible) movies, and tons of references in pop culture.
More people know of D&D than the SCA or events like Pennsic, or just about anything else in nerd culture that isn't anime-adjacent or a video game*. Of course they're going to play D&D, qualms about the game or no.

I mean, what's the #2 ttrpg? Pathfinder, which shares DNA with D&D? Call of Cthulhu?

*or maybe Warhammer 40k, but even it shares DNA with D&D.
 

Just doing damage is not interesting.
There's a place for some really simple classes that only do one thing, but do it really well. That gives a place for new players, for casual players who don't care to learn anything more complex, and for those players who can attend only rarely and want to just drop in to the action. So having the Champion subclass for the Fighter is a good thing (though as it stands it's underpowered). Ideally, there should be equivalently simple options for all four of the major roles (The Fighter and Rogue are already covered, but we could do with a really simple Arcane caster and a really simple Divine caster. Perhaps also a really simple "Druid", too.)

But by the same token, those really simple options shouldn't be the end point for any of the options - we need crunchier and more varied versions of the Fighter and the Rogue, too. (And that shouldn't require them to get onto the spellcasting bandwagon, either. The Eldritch Knight and Arcane Trickster are fine, but they're not the solution in and of themselves.)
 

Actually, a lot of people do fuss. I know quite a few. They just don't fuss in internet forums. Perhaps they're saner for it. Maybe there are people who completely like every aspect of Dungeons & Dragons. But I'm more inclined to believe that everyone has something they don't like about it. But what other game are they going to play?
I've never found an RPG that doesn't have something that I didn't like. Even when I house-ruled extensively to fix my every issue, or even when I wrote what was essentially my own game, my satisfaction lasted all of six months before a new set of issues appeared.
 

But positioning ALSO doesn't matter in 5e.

Just harass the DM enough to get advantage because that's basically the One Mechanic and you're done.

So every edition has been perfect and we shouldn't discuss any issues we have with them because a lot of people don't 'fuss'.
For sure it's good to discuss issues with the game. For me the comment above felt a bit too unequivocal to really be an issue. It read as flat characterisations of the game without any room for unpacking. I guess all you need to do is unpack them a bit and we're on solid ground.

Issues I have with 5e positioning
  1. I feel like the movement and range values are reasonable, but published adventure maps are always too small. Movement and range doesn't matter much when everyone can reach every point of the combat space.
  2. It's a shame to have lost the position-control of 4e. I get why, but it did add interest in play.
Issues I have with advantage
  1. One issue I don't have is harrassing the DM. That's a group social agreement issue, not a 5e issue.
  2. Advantage is a great mechanic, but like you say it is over-used. It either needs to be harder to get, or more nuanced. Level Up shows some of the options that could have been considered.
  3. I think circumstantial modifiers should have been retained (typically +/-2) so that one could have advantage and a circumstantial modifier.
Additionally I think the nuance available in the system is hard to implement in play because it uses what I describe as sliding indexes to results, e.g. the number for success-with-complication result moves depending on DC. I've converted it to a fixed index and am testing that in my current campaign (DCs convert to modifiers.) The conversion seems to improve the handling of passive checks considerably.
 

So we've devolved back to "fighters suck because I find them boring?" Personally I like playing simple fighters sometimes. Champion fighter has been great for my sister who joined our family game so she could spend more time with us and her sons. I have a player in my other game that probably should be playing a champion fighter because he never takes advantage of the options other subclasses offer anyway.

If you don't like fighters, don't play one. There are plenty of alternatives. Leave the "boring" options to people that enjoy playing them, or simply want to spend time with friends and family without having to worry about complexity.
 

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