D&D 5E What (if anything) do you find "wrong" with 5E?


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DEFCON 1

Legend
Supporter
'Ask your DM' is not game design.

I have no idea what they think 'natural language' is, but... this ain't it, chief. It just adds more ambiguity seemingly to encourage people to ask their DM.
Asking the DM is what makes the game great. Specificity is overrated.

Especially considering specificity of a rule you don't like means you're stuck with it even more than if the rules allowed the DM to change it.

I mean for pete's sake... we've now seen dozens upon dozens of rules that people think are wrong or bad. Do any of you think the game would be improved if the game didn't account for this by telling everyone to just change the rules they don't like and instead said "Nope, these are the rules! Use 'em or find a different game!"

Most of all of our rules changes or things we find wrong in this thread are countered and completely opposite to what other people also say are wrong. Which means you can't ALL get the game you want. It is impossible. Someone will always find fault with the rules because everyone is on opposite sides of every decision. Which means the BEST THING we can do is take the rules we have... and then change the ones we don't like into ones we do. And there is nothing wrong with that.

WotC gave us 98% of completely workable rules for playing D&D. The fact that we might choose to change the other 2% to something our particular playstyle might prefer is a GODSEND, not something to be pissed about.
 

Asking the DM is what makes the game great. Specificity is overrated.

Especially considering specificity of a rule you don't like means you're stuck with it even more than if the rules allowed the DM to change it.

I mean for pete's sake... we've now seen dozens upon dozens of rules that people think are wrong or bad. Do any of you think the game would be improved if the game didn't account for this by telling everyone to just change the rules they don't like and instead said "Nope, these are the rules! Use 'em or find a different game!"

Most of all of our rules changes or things we find wrong in this thread are countered and completely opposite to what other people also say are wrong. Which means you can't ALL get the game you want. It is impossible. Someone will always find fault with the rules because everyone is on opposite sides of every decision. Which means the BEST THING we can do is take the rules we have... and then change the ones we don't like into ones we do. And there is nothing wrong with that.

WotC gave us 98% of completely workable rules for playing D&D. The fact that we might choose to change the other 2% to something our particular playstyle might prefer is a GODSEND, not something to be pissed about.
Your percentages aren't accurate nor can they be, and only exist to make the opposition look stupid.

As for the rest of your post, there's a lot of room between Ask DM and having more specificity. You reducing it to a binary and saying that people can't agree on things so there shouldn't be any actual new rules is logically nonsensical, and requires you to jump between extremes to make sense. C'mon man. You're smart, I read your posts. Why rely on such inherently bad-faith arguments?
 

Eric V

Hero
Asking the DM is what makes the game great. Specificity is overrated.
Specificity means people come to the game table with the same expectations about how the particular rule works. Hard to see that as overrated, honestly.

More importantly though, "Asking the DM" is still there as an option, even with specificity. It's a false dichotomy to say "Asking your DM to change something for your specific table" means we can't have clear rules about things.

Edit: Ninja'd by @Shardstone
 

One thing (among many others people pointed out in this thread) I've come to hate in 5e is its inability to choose between using natural language for its rules and using rules text like a computer code (a la Magic: the Gathering or 4E). 5E was first marketed as having natural language rules (a step away from 4E's "gamified" presentation with ability cards and so on), but over the years Jeremy Crawford has increasingly interpreted the rules as almost working like computer code (see the way he rules between attack with a melee weapon and a melee weapon attack, for instance). I'm impartial to either way of writing the rules, (well that's not true, I prefer natural language rules but I can appreciate code-like rules when they're done well and make everything super clear) but I feel like 5E has the worst of both worlds. The code-like rules design causes a lot of things to work in nonsensical ways just because they were written with specific words, while the illusion of natural language stops the rule designers from making keywords explicit (unlike MtG) and makes most ability text really awkward.

After having seen OSE's "true natural language" rules, I really wish 5E was written like that instead of the mess we have now.
I would love if they moved toward more natural language. But I think they won’t because 1) some people seem to get anxious when rules aren’t 100% codified (as seen in the existence of sage advice) and 2) people like the puzzle of finding particular rules interactions for the sake of optimization.

This mentality was popularized by wotc itself from 3e on and is now just an assumed part of “modern” game design. If anything, people seem to want more codification.
 

Vaalingrade

Legend
WotC gave us 98% of completely workable rules for playing D&D. The fact that we might choose to change the other 2% to something our particular playstyle might prefer is a GODSEND, not something to be pissed about.
98% is incredibly generous.

And also, if this was the best way to design a game, every video game would be Roblox and RPG maker. Designers need to pick a lane, not shrug at every turn.
 

Medic

Neutral Evil
WotC gave us 98% of completely workable rules for playing D&D. The fact that we might choose to change the other 2% to something our particular playstyle might prefer is a GODSEND, not something to be pissed about.
laugh-harder.gif
 

Ondath

Hero
I would love if they moved toward more natural language. But I think they won’t because 1) some people seem to get anxious when rules aren’t 100% codified (as seen in the existence of sage advice) and 2) people like the puzzle of finding particular rules interactions for the sake of optimization.

This mentality was popularized by wotc itself from 3e on and is now just an assumed part of “modern” game design. If anything, people seem to want more codification.
Sadly I agree. But in that case they could at least fully commit to the bit and present the rules with the precision they're supposed to have, and keyword things so they're easier to reference. Even a 3.5-style glossary would've been helpful.
 

Oofta

Legend
Specificity means people come to the game table with the same expectations about how the particular rule works. Hard to see that as overrated, honestly.

More importantly though, "Asking the DM" is still there as an option, even with specificity. It's a false dichotomy to say "Asking your DM to change something for your specific table" means we can't have clear rules about things.

Edit: Ninja'd by @Shardstone
Specificity is frequently just an illusion that makes the DM's life more difficult. Have a chart that gives you specific numbers for 10 scenarios? Guess what? If the DM thought the scenario was going to come up, they probably looked at the chart to find the difficulty they wanted so they could describe the scene correctly. What's even worse, and can bring the flow of the game to a screeching halt, is when the DM describes a scene and somebody* says "There's a chart for that!" Then you have to dig through page after page, often in different books, trying to find the correct chart.

That wall Grognard the Barbarian needs to climb to rescue the prince? By the time you look it up, you've lost momentum and flow. Not only that, but the wall is completely made up, the numbers on the chart are arbitrary. Specificity only gives the illusion of accuracy.

Edit: all the charts in the world will never cover all the options anyway.

*Usually Bob, because that's just the way Bob rolls.
 

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