D&D General D&D Editions: Anybody Else Feel Like They Don't Fit In?

I don't need my 5e games to be more deadly or darker themed, but I'm finding the game to become more and more "consequence free" for the players. Some examples off the top of my head:

1. Animal buddies/familiars are all spiritual. If they die, can be resummoned. Can also be dismissed if having them around is challenging (paladin mounts, for example)

2. Healing Word at a distance. Don't have to figure out how to get to your downed buddy in a fight.

3. Barbarians rage runs out? Extend with bonus action.

4. Potions can be drunk with bonus action. So in middle of fight, a character can smack the monster, grab potion, uncork it and drink it all on their turn

5. Surprised party just gets disadvantage on initiative now, meaning the surprised party could still go first.

6. Lots of choices can be changed during rest or by levelling up.

7. No limit on cantrip casting and they can do decent damage

8. All hp healed over night

9. It's really easy for rogues to sneak attack.

I'm sure I'm forgetting other things as well. I'm not saying I'm against all my examples but they are piling up and I'm starting to feel all grognardy for the first time, even though I'm old. 🙄 And too many spellcasting classes!
It's my understanding that you can use the rules you like and not use the rules you don't.
 

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I'm sure I'm forgetting other things as well. I'm not saying I'm against all my examples but they are piling up and I'm starting to feel all grognardy for the first time, even though I'm old. 🙄 And too many spellcasting classes!

While I get your point, a lot of those are things that have been annoying to the point of avoidance for many, probably most people for decades, and there's no obvious middle ground for them. As an example, you either make potions strong enough that they're worth taking whatever passes for a standard action out to do instead of hitting or casting a spell, or you make them easier to use. Or you don't see them used in combat. There's not an obvious fourth option. (I suppose there's "used by people who can't math").
 


True, but that's a lot of rules not to use, and you have to replace them with something that works with the rules you are keeping. It's not a nothing task.
It's as much of a task as you make it.
I've been nipping and tucking for decades and all seems to be well.
That's the best part of D&D and RPGs in general.
Hold the fish too tight and you end up complaining about it to strangers on the internet instead of having fun with your pals.
To each their own, but when you put what you're thinking out into the world...people like me make comments like this.
 



While I get your point, a lot of those are things that have been annoying to the point of avoidance for many, probably most people for decades, and there's no obvious middle ground for them. As an example, you either make potions strong enough that they're worth taking whatever passes for a standard action out to do instead of hitting or casting a spell, or you make them easier to use. Or you don't see them used in combat. There's not an obvious fourth option. (I suppose there's "used by people who can't math").
One of the last house rules I did before stopping 5E was to do rolled potion effect as a bonus action and full effect as an action. So a healing spell is rolled with a bonus, but you get max as an action. I also had rolled duration of other potions. To me that made sense because you're hurrying and spilling some as a bonus action or being slow and careful as an action. This worked for me because it gives the option.
 

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