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Anyone else feeling "meh" about recent 5e releases?
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<blockquote data-quote="Retreater" data-source="post: 7800982" data-attributes="member: 42040"><p>What I have noticed...</p><p></p><p>1) Adventures. I don't know if I'm in a "supergroup," but trying to find an adventure that someone in our group hasn't already played is a real challenge. One player has done Princes of the Apocalypse, another Curse of Strahd, a third has done Out of the Abyss, etc. Having more than 2 or so adventures published a year would help alleviate this as well as giving the DM actual choices. (For example, if I don't want to run something set in hell because of someone's religious perspectives.)</p><p></p><p>2) High level content. Most adventures stop at 11-13th level, and the bulk of content seems to focus on 1-5th level. I know you'll say that surveys indicate most people only play to 11th level, but having more content would help. Not only adventures, but also sourcebooks, crunch, and DM tips for running high level play. </p><p></p><p>3) Psionics. An actual real print book about psionics - and maybe other alternate magic systems to pad the book? </p><p></p><p>4) The combat and tactics book. The transition from 4e to 5e. The crunch to expand tactical play options. I'm regularly asked by my groups to beef up the tactical play in 5e. I'm nervous to do so as the game might shatter. Also something to add extra personalization to the monsters would be great. (Adding auras, legendary actions, "controller" abilities, etc.)</p><p></p><p>5) Mass combat. (I know Matt Colville is addressing this in an upcoming Kickstarter, but WotC should have been leading the pack on this.)</p></blockquote><p></p>
[QUOTE="Retreater, post: 7800982, member: 42040"] What I have noticed... 1) Adventures. I don't know if I'm in a "supergroup," but trying to find an adventure that someone in our group hasn't already played is a real challenge. One player has done Princes of the Apocalypse, another Curse of Strahd, a third has done Out of the Abyss, etc. Having more than 2 or so adventures published a year would help alleviate this as well as giving the DM actual choices. (For example, if I don't want to run something set in hell because of someone's religious perspectives.) 2) High level content. Most adventures stop at 11-13th level, and the bulk of content seems to focus on 1-5th level. I know you'll say that surveys indicate most people only play to 11th level, but having more content would help. Not only adventures, but also sourcebooks, crunch, and DM tips for running high level play. 3) Psionics. An actual real print book about psionics - and maybe other alternate magic systems to pad the book? 4) The combat and tactics book. The transition from 4e to 5e. The crunch to expand tactical play options. I'm regularly asked by my groups to beef up the tactical play in 5e. I'm nervous to do so as the game might shatter. Also something to add extra personalization to the monsters would be great. (Adding auras, legendary actions, "controller" abilities, etc.) 5) Mass combat. (I know Matt Colville is addressing this in an upcoming Kickstarter, but WotC should have been leading the pack on this.) [/QUOTE]
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Community
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Anyone else feeling "meh" about recent 5e releases?
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