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Criticizing the new edition of D&D (because I like it a lot)
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<blockquote data-quote="IronWolf" data-source="post: 6328239" data-attributes="member: 21076"><p>No game will be perfect. With 5e it seems they really did go with a simple foundation, so a lot of your suggestions can easily be tweaked in or out. Make it your game, you don't need the rules to tell you it is okay.</p><p></p><p>I want D&D 5th edition to be everything that it can be. I don't want it to settle for 'good enough'. Not after this much public play-testing.</p><p></p><p></p><p></p><p>I don't think it is clear that people want feats. The crowds I hang out in, the fact feats are not a default assumption are a welcome thing. So each group's experiences will shape their thoughts on this one, there is not a one true way. It appears feats will easily be added on for people that do prefer that level of complexity.</p><p></p><p></p><p></p><p>Mace, pick, trident are all different. People like selection, even if the damage result is the same. If you leave them out people would complain because they were left off the list. Not a big deal in my opinion.</p><p></p><p></p><p></p><p>I guess I don't see this one as that big of deal. But, one could add it in as an option I suppose (like I advocated for feats above).</p><p></p><p></p><p></p><p>Easy house rule - change it in your campaign. Some people want magic mysterious in their game. The price tag at lower levels keeps it that way for some DMs. The gold amount is easily changed based on the feel you want in your campaign.</p><p></p><p></p><p></p><p>Same - change it to fit what you want for your campaign. Folks will spend more time debating the gold value than just tweaking it for your game and moving on.</p><p></p><p></p><p></p><p>Ouch! There seems to have been a conscience effort to bring the power level down some. To some this is a good thing and to others a bad. I like the default assumption being lower. You can easily house rule to adjust the power level higher for your games.</p><p></p><p></p><p></p><p>I suspect they did this to minimize a lot of metagaming at a table and debates about whether something causes a disadvantage or advantage and then trying to total them up. I get where you are coming from though and something easy to house rule for your campaign.</p><p></p><p>I obviously disagree with some of your changes as being written into the game. Others sound like good house rules or tweaks to make the game your own. And with the minimalist, lower power level in mind - they have made it easy to work your way up from a solid foundation.</p></blockquote><p></p>
[QUOTE="IronWolf, post: 6328239, member: 21076"] No game will be perfect. With 5e it seems they really did go with a simple foundation, so a lot of your suggestions can easily be tweaked in or out. Make it your game, you don't need the rules to tell you it is okay. I want D&D 5th edition to be everything that it can be. I don't want it to settle for 'good enough'. Not after this much public play-testing. I don't think it is clear that people want feats. The crowds I hang out in, the fact feats are not a default assumption are a welcome thing. So each group's experiences will shape their thoughts on this one, there is not a one true way. It appears feats will easily be added on for people that do prefer that level of complexity. Mace, pick, trident are all different. People like selection, even if the damage result is the same. If you leave them out people would complain because they were left off the list. Not a big deal in my opinion. I guess I don't see this one as that big of deal. But, one could add it in as an option I suppose (like I advocated for feats above). Easy house rule - change it in your campaign. Some people want magic mysterious in their game. The price tag at lower levels keeps it that way for some DMs. The gold amount is easily changed based on the feel you want in your campaign. Same - change it to fit what you want for your campaign. Folks will spend more time debating the gold value than just tweaking it for your game and moving on. Ouch! There seems to have been a conscience effort to bring the power level down some. To some this is a good thing and to others a bad. I like the default assumption being lower. You can easily house rule to adjust the power level higher for your games. I suspect they did this to minimize a lot of metagaming at a table and debates about whether something causes a disadvantage or advantage and then trying to total them up. I get where you are coming from though and something easy to house rule for your campaign. I obviously disagree with some of your changes as being written into the game. Others sound like good house rules or tweaks to make the game your own. And with the minimalist, lower power level in mind - they have made it easy to work your way up from a solid foundation. [/QUOTE]
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