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It’s rather silly to fret about optimization in a game like D&D 5E that’s designed to always give players a super-easy win.
I say play something cool. Dice in. Hell the party will bailed u out.

In 1e, we just got challenged. CR was not a thing we knew of. If you play 5e that way, it’s not always easy mode but you have to know what you are doing.

Some of the most fun I had was being shoved into a pit of ghouls and me and the party burned every resource we had to get me out (we were level 6 iirc).

Every trick and spell and invocation we had was used to just get me to a ladder to climb out. So fun.

But typically you can take…anything…and be fine. I almost never have higher th an a 16 in a stat. Weird feats are more interesting and it’s not like a 20 in str or dex or whatever is needed.
 

Plus the way things in DND are, most of the slowdown comes from a lack of consistent procedures (Exploration Turns) and from combat being a drag.

You can fix both of those rather easily, without sacrificing anything at all.

Well, I can only wish good luck to anyone trying to hose down all the exception-based design in D&D. They've only made half-hearted efforts in that directions in the best cases over the years.
 



When people complain about grid-filling in 4e for classes, I can't help but think how much of the Great Wheel and its cosmology was grid-filling for lore.

Good vs. Evil makes Law vs. Chaos pointless and trivial. Choose one (i.e., B/X) or the other (Dragonlance) or combine them in a single axis (i.e., 4e) but trying to do both rarely, if ever, works.

Also, alignment should NOT be about "what personality type are you?" but, rather, it should be about what cosmic forces you actively align yourself with or champion.

Ever since I started playing TTRPGs with 2e and 3e, I've disliked the Arcane and Divine divide in D&D's magic. That has not changed.
 
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When people complain about grid-filling in 4e for classes, I can't help but think how much of the Great Wheel and its cosmology was grid-filling for lore.
People just like to bag on 4E. It is a great game.
Good vs. Evil makes Law vs. Chaos pointless and trivial. Choose one (i.e., B/X) or the other (Dragonlance) or combine them in a single axis (i.e., 4e) but trying to do both rarely, if ever, works.
True. As evidenced by the fact that's it's almost never worked well in D&D, except the editions you mention.
Ever since I started playing TTRPGs with 2e and 3e, I've disliked the Arcane and Divine divide in D&D's magic. That has not changed.
It's a really silly divide. They should be one class with different subclass options.
 

It's a really silly divide. They should be one class with different subclass options.
That's one option, though hardly the only one, so I'm reluctant to endorse the "should" aspect here. I think that there are multiple valid solutions to this issue.

I will say that it does feel that D&D has "indoctrinated" (for a lack of a better word coming to my mind at present) many past and present players of TTRPGS into thinking that tabletop fantasy adventure must operate according to D&D's normative vision for fantasy adventure, including this divine and arcane magic divide. That has often irritated me when I encounter it outside of D&D.
 

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