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5e's stumbles
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<blockquote data-quote="Bacon Bits" data-source="post: 6868139" data-attributes="member: 6777737"><p>Yep, we ignore this. We go by spell components. By and large, though, we <em>never</em> have cared about casting with stuff in your hand. It tends to only harm the cleric, which is typically a class that has needed help because when played straight it's often boring to play.</p><p></p><p></p><p></p><p>Eh. I got tired of 4e where the DM would say, "He casts <em>fireball</em> except it's more damage. And it's Fort for some reason." or "I don't know it just says it has a cold aura that causes necrotic damage." or "You all take damage as something hits you." And worse, a constant stream of, "No, you've never seen it before. No, you don't know anything about this creature," because every creature is a palette swap of something from 5 levels earlier with a different name so it has a completely different ability set.</p><p></p><p></p><p></p><p>I disagree. I like that tools can have multiple uses with multiple stats. Separating tools from skills is good. I'd just rather there were more tools.</p><p></p><p></p><p></p><p>We ignore Sage Advice fairly often. Our table disagrees with the rulings as just nonsense or as hyperliteral, or sometimes as just breaking the Rule of Cool. No, I don't care about Adventurer's League.</p><p></p><p>Hide and stealth, however, are absolutely a hot mess.</p><p></p><p></p><p></p><p>Yep, we ignore that. If you've got Two Weapon Fighting style, you know how to draw two weapons quickly. If you're throwing weapons, you can draw and throw with each attack (that may actually be RAW, though).</p><p></p><p></p><p></p><p>I think the only time we were fighting underwater the DM just said that everyone with slashing and bludgeoning weapons had disadvantage, and ranged weapons had 10 foot range and had disadvantage. Should probably be a rule, but it didn't slow us down.</p><p></p><p>For us:</p><p></p><p>8. Polymorph rules still suck. They're <em>so close</em>, but they still suck. I feel like when the Druid is forced to revert by running out of hp, he should take 1d4 or 1d6 damage for each hit die of the creature he was transformed into.</p><p></p><p>9. Ranger sucks. I want to play Aragorn. I don't want to play Marc Singer.</p><p></p><p>10. Feats are really, really uneven. Great Weapon Mastery, Sharpshooter, Crossbow Expert, and Polearm Master are all too much. The fact that so many feats (and Battlemaster abilities) add abilities that should just be in the Combat chapter is really sad. The lack of feats for spellcasters is also pretty sad.</p><p></p><p>11. Six saves. It's far more complicated than needed. For most classes you end up good at 1 thing, and crap at 5 things. Saves get bad enough as it is at high level. We don't need MAD on top of it. I miss 3e simple three saves. I miss 4e's combined abilities, too.</p><p></p><p>12. Int sucks. Dex rules.</p><p></p><p>13. Short rest refresh abilities don't work as intended. In 4e, you had to rest because everybody wanted encounter powers back. Also, in 4e it was 5 minutes. In 5e, too few classes have short rest abilities, so players often never want to short rest. This means Battlemaster Fighters, Monks, and Warlocks really lose out. I'd rather see these abilities have double or triple the uses and have them refresh on a long rest so that characters can actually do something in parties that aren't going to short rest.</p><p></p><p>14. We miss the Lazylock more than we thought we would. At the very least we need a cantrip:</p><p></p><p></p><p></p><p>I'm not married to a martial Warlock. I'm fine running a War Cleric or Bard. I just miss the character. He was fun.</p><p></p><p>15. We miss 4e Fighter's Combat Challenge (mark and provoke) and Combat Superiority (stop movement). Protection style and Sentinel aren't really good enough because they consume your reaction. It doesn't work well without a better action economy for opportunity attacks.</p><p></p><p>I didn't really care for 4e. Nobody at my table did. However, there were some things we loved. We loved 4e Warlord. We loved 4e Fighter. We loved 4e saves. We also loved at will attacks, but those carried through.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 6868139, member: 6777737"] Yep, we ignore this. We go by spell components. By and large, though, we [I]never[/I] have cared about casting with stuff in your hand. It tends to only harm the cleric, which is typically a class that has needed help because when played straight it's often boring to play. Eh. I got tired of 4e where the DM would say, "He casts [I]fireball[/I] except it's more damage. And it's Fort for some reason." or "I don't know it just says it has a cold aura that causes necrotic damage." or "You all take damage as something hits you." And worse, a constant stream of, "No, you've never seen it before. No, you don't know anything about this creature," because every creature is a palette swap of something from 5 levels earlier with a different name so it has a completely different ability set. I disagree. I like that tools can have multiple uses with multiple stats. Separating tools from skills is good. I'd just rather there were more tools. We ignore Sage Advice fairly often. Our table disagrees with the rulings as just nonsense or as hyperliteral, or sometimes as just breaking the Rule of Cool. No, I don't care about Adventurer's League. Hide and stealth, however, are absolutely a hot mess. Yep, we ignore that. If you've got Two Weapon Fighting style, you know how to draw two weapons quickly. If you're throwing weapons, you can draw and throw with each attack (that may actually be RAW, though). I think the only time we were fighting underwater the DM just said that everyone with slashing and bludgeoning weapons had disadvantage, and ranged weapons had 10 foot range and had disadvantage. Should probably be a rule, but it didn't slow us down. For us: 8. Polymorph rules still suck. They're [I]so close[/I], but they still suck. I feel like when the Druid is forced to revert by running out of hp, he should take 1d4 or 1d6 damage for each hit die of the creature he was transformed into. 9. Ranger sucks. I want to play Aragorn. I don't want to play Marc Singer. 10. Feats are really, really uneven. Great Weapon Mastery, Sharpshooter, Crossbow Expert, and Polearm Master are all too much. The fact that so many feats (and Battlemaster abilities) add abilities that should just be in the Combat chapter is really sad. The lack of feats for spellcasters is also pretty sad. 11. Six saves. It's far more complicated than needed. For most classes you end up good at 1 thing, and crap at 5 things. Saves get bad enough as it is at high level. We don't need MAD on top of it. I miss 3e simple three saves. I miss 4e's combined abilities, too. 12. Int sucks. Dex rules. 13. Short rest refresh abilities don't work as intended. In 4e, you had to rest because everybody wanted encounter powers back. Also, in 4e it was 5 minutes. In 5e, too few classes have short rest abilities, so players often never want to short rest. This means Battlemaster Fighters, Monks, and Warlocks really lose out. I'd rather see these abilities have double or triple the uses and have them refresh on a long rest so that characters can actually do something in parties that aren't going to short rest. 14. We miss the Lazylock more than we thought we would. At the very least we need a cantrip: I'm not married to a martial Warlock. I'm fine running a War Cleric or Bard. I just miss the character. He was fun. 15. We miss 4e Fighter's Combat Challenge (mark and provoke) and Combat Superiority (stop movement). Protection style and Sentinel aren't really good enough because they consume your reaction. It doesn't work well without a better action economy for opportunity attacks. I didn't really care for 4e. Nobody at my table did. However, there were some things we loved. We loved 4e Warlord. We loved 4e Fighter. We loved 4e saves. We also loved at will attacks, but those carried through. [/QUOTE]
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