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<blockquote data-quote="Kor - Orc Scrollkeeper" data-source="post: 9443137" data-attributes="member: 11096"><p>I'm one of the lucky few that got it on the first day. One of many things that made my trip from western Canada worthwhile <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I have been playing D&D since 1st edition and have always looked forward to a new edition. While I was very underwhelmed by 4th edition, I sort of feel like my current reaction is about halfway between my disappointment with 4th, and my excitement with 5th.</p><p></p><p>This version (which in my opinion is 5.5) introduces many new rulesets which you can easily plug and play with 5th edition. There are a lot good ideas and improvements with this version, but there are a lot of elements which I find are just silly or unneeded. I think everyone's reaction to the book is going to be different, and depending on a person's preference, they will likely have similar mixed opinions.</p><p></p><p>The design team seemed so focused on making rules that were fun, that they decided to not worry about whether they make sense or not. However, I fully understand that many of the things that I don't like, that there are probably many people that like them.</p><p></p><p>Some of the immediate examples which come to mind are class abilities like weapon mastery where you can change your selected weapon on a long rest. This is just plain silly to me. I spend some time twirling an axe around, and now I have found the sweet spot and gain the mastery benefit. However, tomorrow, I am going to swing my sword around to change up my specialization, and completely forget about the axe. This is just a silly mechanic in my opinion -- it really doesn't add much, so I wish they would have just either allowed you to switch specialties when you level up, or instead just give you all weapon specialties in 1 type of weapon (i.e. melee weapons / ranged weapons).</p><p></p><p>Another example of something that doesn't sit well with me is the Barbarian, Pact of the World Tree. When a barbarian is raging, you can grant another creature temporary hit points? Why? Because somehow when in a rage, you now have the ability to magically augment another creature. In my opinion, due to the unique nature of rage, any special effect you get from rage should only benefit the rager -- and ideally shouldn't be magical in nature.</p><p></p><p>For my last example, is the 2nd level spell Arcane Vigor which allows arcane casters to heal themselves. I just don't understand why there was a need for this spell. Healing spells, once the domain of divine classes only, have already branched out further than they should (in my opinion) and now even more classes have access to healing.</p><p></p><p>While there are many new rules that I do like as well, I still can't get onboard with removing species ability score adjustments (which I realize was first introduced in the later half of 5th).</p><p></p><p>Anyways, I do realize that the above are just my pet peeves, and likely most players won't see any issues with any of them. While I admit I was getting bored of 5th edition and was hoping 5.5 was going to rejuvenate my interest -- I have to say that it hasn't. What it did do though, is inspire me to start creating my own system -- something sort of half-way between Dungeon Crawl Classics and 5th edition -- and on the plus side, there are a few useful bits of crunch from the 5.5 PHB, which I will also use for inspiration.</p></blockquote><p></p>
[QUOTE="Kor - Orc Scrollkeeper, post: 9443137, member: 11096"] I'm one of the lucky few that got it on the first day. One of many things that made my trip from western Canada worthwhile :) I have been playing D&D since 1st edition and have always looked forward to a new edition. While I was very underwhelmed by 4th edition, I sort of feel like my current reaction is about halfway between my disappointment with 4th, and my excitement with 5th. This version (which in my opinion is 5.5) introduces many new rulesets which you can easily plug and play with 5th edition. There are a lot good ideas and improvements with this version, but there are a lot of elements which I find are just silly or unneeded. I think everyone's reaction to the book is going to be different, and depending on a person's preference, they will likely have similar mixed opinions. The design team seemed so focused on making rules that were fun, that they decided to not worry about whether they make sense or not. However, I fully understand that many of the things that I don't like, that there are probably many people that like them. Some of the immediate examples which come to mind are class abilities like weapon mastery where you can change your selected weapon on a long rest. This is just plain silly to me. I spend some time twirling an axe around, and now I have found the sweet spot and gain the mastery benefit. However, tomorrow, I am going to swing my sword around to change up my specialization, and completely forget about the axe. This is just a silly mechanic in my opinion -- it really doesn't add much, so I wish they would have just either allowed you to switch specialties when you level up, or instead just give you all weapon specialties in 1 type of weapon (i.e. melee weapons / ranged weapons). Another example of something that doesn't sit well with me is the Barbarian, Pact of the World Tree. When a barbarian is raging, you can grant another creature temporary hit points? Why? Because somehow when in a rage, you now have the ability to magically augment another creature. In my opinion, due to the unique nature of rage, any special effect you get from rage should only benefit the rager -- and ideally shouldn't be magical in nature. For my last example, is the 2nd level spell Arcane Vigor which allows arcane casters to heal themselves. I just don't understand why there was a need for this spell. Healing spells, once the domain of divine classes only, have already branched out further than they should (in my opinion) and now even more classes have access to healing. While there are many new rules that I do like as well, I still can't get onboard with removing species ability score adjustments (which I realize was first introduced in the later half of 5th). Anyways, I do realize that the above are just my pet peeves, and likely most players won't see any issues with any of them. While I admit I was getting bored of 5th edition and was hoping 5.5 was going to rejuvenate my interest -- I have to say that it hasn't. What it did do though, is inspire me to start creating my own system -- something sort of half-way between Dungeon Crawl Classics and 5th edition -- and on the plus side, there are a few useful bits of crunch from the 5.5 PHB, which I will also use for inspiration. [/QUOTE]
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