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5e as an universal gaming engine ?
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<blockquote data-quote="Chocolategravy" data-source="post: 6378862" data-attributes="member: 6778085"><p>Quite the opposite, it's the least hackable edition yet. Everything is special rules and inconsistency. Rather than have a modular system where a rule is written once and applies across the system you get every class getting repeated bits of rules over and over. For instance the "you can't raise an ability over 20" is repeated a dozen times in the PHB.</p><p></p><p> As for it being a robust system, it really isn't.</p><p>- There are a lot of rules people expect but aren't there, like Delay and Flanking.</p><p>- There are a lot of rules that are there but don't work like they do in most other games, like Disengage being used more for charging than running away.</p><p>- A lot of things that might be considered standard abilities like Disarm are hidden in a class rather than being a general manuever.</p><p>- Lots of inconsistencies like a monk have no restriction on how large a creature can be proned. A warlock pushing on an attack roll rather than a STR check.</p><p>- Lack of standards like a large creature's weapon damage does not match an enlarged player's weapon damage.</p><p>- Lack of stacking rules cause a lot of problems. For instance 2 paladins with aura giving massive save bonuses.</p><p>- Lack of bounded accuracy. (see last point)</p><p>- Lack of modularity. (see first paragraph)</p><p>- Advantage system is too gameist for a role playing game. Ex. rather than lose your dex bonus while incapacitated you instead just grant advantage, making a dodgy naked rogue who is as hard to hit as someone in armor, still just as hard to hit even when unconscious.</p><p>- Other systems are too gamist like rogue's cunning action allowing them to move faster in combat than out, rogue's assassinate working on surprised enemies but not incapacitated enemies.</p><p>- The healing system doesn't know if it's inspirational or not leading to bizarre situations such as how a character under half HP is to be described as having bruises and cuts but second wind can restore a fighter to full, thus removing bruises and cuts non-magically.</p><p>- The action system doesn't know if it's narrative or simulationist, for instance someone pulling out a healer's kit and applying it in 6 seconds lends itself more to a 1 minute/round narrative game. Meanwhile spells are based on 6 second rounds and often have a duration of 1 minute.</p><p>- The MC rules are a mess that conflict with many other rules. They also greatly restrict the flexibility of new classes or require modifying the MC rules themselves to allow new abilities or class structures.</p><p>- Many rules are left "intentionally vague for the DM to decide" like the hiding/obscurement rules.</p><p>- Many rules don't exist that need to like line of sight.</p><p>- Many rules are just plain clunky like reach, attack during movement.</p><p></p><p>The list goes on and on. There are systems designed to be generic systems and there are robust systems that can be reflavored and this isn't either of them. Play 5E with it.</p></blockquote><p></p>
[QUOTE="Chocolategravy, post: 6378862, member: 6778085"] Quite the opposite, it's the least hackable edition yet. Everything is special rules and inconsistency. Rather than have a modular system where a rule is written once and applies across the system you get every class getting repeated bits of rules over and over. For instance the "you can't raise an ability over 20" is repeated a dozen times in the PHB. As for it being a robust system, it really isn't. - There are a lot of rules people expect but aren't there, like Delay and Flanking. - There are a lot of rules that are there but don't work like they do in most other games, like Disengage being used more for charging than running away. - A lot of things that might be considered standard abilities like Disarm are hidden in a class rather than being a general manuever. - Lots of inconsistencies like a monk have no restriction on how large a creature can be proned. A warlock pushing on an attack roll rather than a STR check. - Lack of standards like a large creature's weapon damage does not match an enlarged player's weapon damage. - Lack of stacking rules cause a lot of problems. For instance 2 paladins with aura giving massive save bonuses. - Lack of bounded accuracy. (see last point) - Lack of modularity. (see first paragraph) - Advantage system is too gameist for a role playing game. Ex. rather than lose your dex bonus while incapacitated you instead just grant advantage, making a dodgy naked rogue who is as hard to hit as someone in armor, still just as hard to hit even when unconscious. - Other systems are too gamist like rogue's cunning action allowing them to move faster in combat than out, rogue's assassinate working on surprised enemies but not incapacitated enemies. - The healing system doesn't know if it's inspirational or not leading to bizarre situations such as how a character under half HP is to be described as having bruises and cuts but second wind can restore a fighter to full, thus removing bruises and cuts non-magically. - The action system doesn't know if it's narrative or simulationist, for instance someone pulling out a healer's kit and applying it in 6 seconds lends itself more to a 1 minute/round narrative game. Meanwhile spells are based on 6 second rounds and often have a duration of 1 minute. - The MC rules are a mess that conflict with many other rules. They also greatly restrict the flexibility of new classes or require modifying the MC rules themselves to allow new abilities or class structures. - Many rules are left "intentionally vague for the DM to decide" like the hiding/obscurement rules. - Many rules don't exist that need to like line of sight. - Many rules are just plain clunky like reach, attack during movement. The list goes on and on. There are systems designed to be generic systems and there are robust systems that can be reflavored and this isn't either of them. Play 5E with it. [/QUOTE]
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