Benjamin Olson
Hero
Everyone starts out confused over action economy, though the game generally does a good job of not really giving options for bonus action or reaction at level one, so you get some time to figure it out. It could still be presented clearer.
Attack Bonus vs. Damage Bonus seems to be a big one. Frankly I think just adding proficiency bonus to damage and making it all simpler would not be the end of the world.
90%+ of new players struggle to make sense of ability scores vs bonuses, but this tends to not be a problem once someone fills out the bonuses for them and explains that they don't really need to worry about the scores. I know ability scores are a legacy thing, but absent that it would make vastly more sense to just roll up or assign bonuses rather than have this two step process with scores.
Even veteran players struggle with critical hit damage because "double dice results" vs. "double the dice rolled" get confused easily, and many people have played at tables doing it the other way, or some third way. This is why the experiment in one of the playtests with making critical hits both vastly more complicated and a fraction as important made me seriously doubt the design team. No game designer familiar with how people actually play 5e should need survey feedback to recognize why that is idiotic. Making critical hits something simpler and clearer like "double all damage" or "max damage" would be an improvement comprehension wise.
Attack Bonus vs. Damage Bonus seems to be a big one. Frankly I think just adding proficiency bonus to damage and making it all simpler would not be the end of the world.
90%+ of new players struggle to make sense of ability scores vs bonuses, but this tends to not be a problem once someone fills out the bonuses for them and explains that they don't really need to worry about the scores. I know ability scores are a legacy thing, but absent that it would make vastly more sense to just roll up or assign bonuses rather than have this two step process with scores.
Even veteran players struggle with critical hit damage because "double dice results" vs. "double the dice rolled" get confused easily, and many people have played at tables doing it the other way, or some third way. This is why the experiment in one of the playtests with making critical hits both vastly more complicated and a fraction as important made me seriously doubt the design team. No game designer familiar with how people actually play 5e should need survey feedback to recognize why that is idiotic. Making critical hits something simpler and clearer like "double all damage" or "max damage" would be an improvement comprehension wise.