Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
15 Petty Reasons I Won't Buy 5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Himajin" data-source="post: 6318915" data-attributes="member: 70149"><p>A lot of your points are reasons I'm more excited than usual about this edition, but I guess they're subjective to a certain extent.</p><p></p><p>1. I've always preferred to describe items in more detail, rather than making every +1 long sword a carbon copy clone. That doesn't take away from the power boost that they grant, but making each item special by giving it a history can only add to the play experience in my opinion.</p><p>2. As has been said, the focus is not on the mechanical bonuses, and magic items will be fewer and farther between. I see this as a step in the right direction.</p><p>3. Not assumed is the impression I get. With less of a "curve" that players have to either keep up with or face frustration, there are far more options for building fun encounters. It's always been the case that you have to adjust things on the fly if players start to breeze through combat, but as long as you aren't handing out magic items left, right and center it shouldn't be a big issue.</p><p>4. The staggering makes sense to me. The small team working on 5E can each focus on one product at a time, meaning they're all on the same page. Waiting to release them all at once wouldn't necessarily give them more time to iron out issues with how they're handling it one book at a time.</p><p>5. I've houseruled healing mages in the past when I ran a two player campaign, but I don't see the need for them to step on the cleric's toes for more standard parties.</p><p>6. This really doesn't bother me at all...</p><p>7. Too much terminology can detract from the game in my experience. I did like the concept of monsters that go down with one hit no matter what, but I don't see the need to codify it in the rules. </p><p>8. I actually thought this too at first. I still don't have a good sense of how it will affect the game. I guess time will tell...</p><p>9. This was a necessary part of flattening out the math.</p><p>10. This remains to be seen, but they're at least making an effort to keep things in check this time.</p><p>11. Not sure what your point is here.</p><p>12. The easiest thing to houserule in the world, and I'm sure multiple options will be presented.</p><p>13. I would assume that this is for balancing reasons. It may not be as elegant as 4E in this regard, but I doubt it's purely to be more old-school.</p><p>14. Personally I think combat can be fun and varied without the need for hundreds of named powers to choose from.</p><p>15. This is another part of flattening out the math. The flatter bonuses mean that lesser creatures can still show up as viable foes later in a campaign.</p></blockquote><p></p>
[QUOTE="Himajin, post: 6318915, member: 70149"] A lot of your points are reasons I'm more excited than usual about this edition, but I guess they're subjective to a certain extent. 1. I've always preferred to describe items in more detail, rather than making every +1 long sword a carbon copy clone. That doesn't take away from the power boost that they grant, but making each item special by giving it a history can only add to the play experience in my opinion. 2. As has been said, the focus is not on the mechanical bonuses, and magic items will be fewer and farther between. I see this as a step in the right direction. 3. Not assumed is the impression I get. With less of a "curve" that players have to either keep up with or face frustration, there are far more options for building fun encounters. It's always been the case that you have to adjust things on the fly if players start to breeze through combat, but as long as you aren't handing out magic items left, right and center it shouldn't be a big issue. 4. The staggering makes sense to me. The small team working on 5E can each focus on one product at a time, meaning they're all on the same page. Waiting to release them all at once wouldn't necessarily give them more time to iron out issues with how they're handling it one book at a time. 5. I've houseruled healing mages in the past when I ran a two player campaign, but I don't see the need for them to step on the cleric's toes for more standard parties. 6. This really doesn't bother me at all... 7. Too much terminology can detract from the game in my experience. I did like the concept of monsters that go down with one hit no matter what, but I don't see the need to codify it in the rules. 8. I actually thought this too at first. I still don't have a good sense of how it will affect the game. I guess time will tell... 9. This was a necessary part of flattening out the math. 10. This remains to be seen, but they're at least making an effort to keep things in check this time. 11. Not sure what your point is here. 12. The easiest thing to houserule in the world, and I'm sure multiple options will be presented. 13. I would assume that this is for balancing reasons. It may not be as elegant as 4E in this regard, but I doubt it's purely to be more old-school. 14. Personally I think combat can be fun and varied without the need for hundreds of named powers to choose from. 15. This is another part of flattening out the math. The flatter bonuses mean that lesser creatures can still show up as viable foes later in a campaign. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
15 Petty Reasons I Won't Buy 5e
Top