D&D 5E (2024) A critical analysis of 2024's revised classes

Ok, but to be fair, the italicized part is not proof of the bolded part.

As well, I went back and checked, and it's seems it's true that he used the word lazy twice, and not "for any and all design choices he didn't like."
Yeah this is getting confusing for me. I wasn’t talking about the lazy stuff.

In any case, the OP got upset enough to rename the thread, it seems.
 

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Based on the strike through in their username, it seems the OP has either been suspended or asked for their account to be deleted. So, I don’t think there’s likely to be anything more to see here.
 




it's not choice overload, as there is no overload.

There is only effort in learning the game.

I have seen new players start at 5th or 6th level without any problem and I have seen new players play 1st level rogues and barbarians and be terrible.
And it's down to one thing only, effort to learn the game.
Character generation taking hours is (dubiously) fine if you only have to do it once.

If your game has any decent level of lethality to it, however, your players won't be doing it just once. They'll be doing it several times or more each, meaning that anything that can be done to shorten the char-gen process is good design. Your proposals seems to go the other way.
 

Character generation taking hours is (dubiously) fine if you only have to do it once.

If your game has any decent level of lethality to it, however, your players won't be doing it just once. They'll be doing it several times or more each, meaning that anything that can be done to shorten the char-gen process is good design. Your proposals seems to go the other way.
Well, lethality is half of the equation. The other half is ease of resurrection.
 




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