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*Dungeons & Dragons
Clearly the biggest design flaw of 5e
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6744804" data-attributes="member: 6701872"><p>I know. I bought the game (special 1st printing, normal 1st printing, and first alternate cover art, plus every adventure release for a good six months or so) and really like it, but most of the feedback is basically true - the mighty deed system is cool, the spell system is crazy which is bad/good/both at the whim of the dice (but that is the point, so it's cool too), and the dice "requirements" can be a bit of a hurdle since you have to either buy special dice or internalize a system of simulating the strange dice with your normal set (i.e. d30 is rolled by rolling 1d10 and 1d6 at the same time, with the d6 result determining whether you add 0 (1-2), 10 (3-4), or 20 (5-6) to the d10 result).</p><p></p><p>The only things I actually consider a negative of the game are that prolonged campaign play isn't as easily done with it as is done with D&D because you have to be prepared for any or every character to die at any moment (and some of those deaths are actually permanent, like the before mentioned "and the target never existed" result of a spell), and the experience system (unintentionally) incentivizes having your character make choices other than those which end combat the most efficiently because the reward for the encounter is higher if the encounter turned out to be harder to defeat.</p><p></p><p>Now, to not be entirely off-topic:</p><p>I don't get the complaint against the number of dice called for by 5th edition. It's generally still lower than 3rd and prior editions, and also lower than the dice pools required of various single die size pool-based games, plus not so prevalent that a player can't just roll a small handful (like those called for by 4th edition) two or three times, which doesn't take all that much time.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6744804, member: 6701872"] I know. I bought the game (special 1st printing, normal 1st printing, and first alternate cover art, plus every adventure release for a good six months or so) and really like it, but most of the feedback is basically true - the mighty deed system is cool, the spell system is crazy which is bad/good/both at the whim of the dice (but that is the point, so it's cool too), and the dice "requirements" can be a bit of a hurdle since you have to either buy special dice or internalize a system of simulating the strange dice with your normal set (i.e. d30 is rolled by rolling 1d10 and 1d6 at the same time, with the d6 result determining whether you add 0 (1-2), 10 (3-4), or 20 (5-6) to the d10 result). The only things I actually consider a negative of the game are that prolonged campaign play isn't as easily done with it as is done with D&D because you have to be prepared for any or every character to die at any moment (and some of those deaths are actually permanent, like the before mentioned "and the target never existed" result of a spell), and the experience system (unintentionally) incentivizes having your character make choices other than those which end combat the most efficiently because the reward for the encounter is higher if the encounter turned out to be harder to defeat. Now, to not be entirely off-topic: I don't get the complaint against the number of dice called for by 5th edition. It's generally still lower than 3rd and prior editions, and also lower than the dice pools required of various single die size pool-based games, plus not so prevalent that a player can't just roll a small handful (like those called for by 4th edition) two or three times, which doesn't take all that much time. [/QUOTE]
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Clearly the biggest design flaw of 5e
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