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Criticizing the new edition of D&D (because I like it a lot)
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<blockquote data-quote="evilbob" data-source="post: 6331988" data-attributes="member: 9789"><p>Nah, they're fine the way they're doing it. People like the idea of optional feats, even if many don't.</p><p></p><p>Your proposed change makes it worse, as others have said. This problem is better solved by simplifying the weapon list, which I agree with you about. Or just allow a greataxe to do 2d6. But if you really want to fix the math, an entirely different mechanic will be needed.</p><p></p><p>...is fine. Don't take away the tiny amount of love shield fighters get!</p><p></p><p>Also fine. This is a personal preference, not a mechanical problem. Also I figured it's part of how they are making fighters not suck vs. casters.</p><p></p><p>Seems like a rare corner case, but sure, that's odd. Might as well count this as a "houserule if needed."</p><p></p><p>Wow, so Potent Cantrip is 100% useless - that is a good catch. Since cantrips are so junky anyway something big could certainly stand to be done here. Damage on a miss makes everything into Magic Missile, so I don't think I'd do that, but maybe just add more damage or something? But yeah, something needs to happen here, definitely.</p><p></p><p>Not even sure why this is useful. It's just semantics.</p><p></p><p>Yeah I think they'd rather give them +2 Str (bounded) than the +1 AC (unbounded). Also the proficiency being so poor is why they get the +2 Str, I think.</p><p></p><p>Medicine should 100% be wrapped up in Survival. It does allow you to identify a disease, which is nice, and I thought it could help when you're making saves against disease and poison? Maybe I made that up. Anyway, the skill list is too long and this is one that could go, easy.</p><p></p><p>100% agree. This cantrip should either be a bonus action or have 30' range. Given that making it a bonus action would make death saving throws almost pointless, range sounds more appropriate; maybe 20'?</p><p></p><p>Meh. Fewer options are better, so I don't mind what they deleted. Padded being bad for Stealth is hilariously silly but it will 100% never come up anyway.</p><p></p><p>100% agreed! The weapon chart is way too long; they should have had groups of weapons that include X, Y, and Z and they all do XdX damage. The separation seems to be done exclusively for the piercing/bludgeoning/slashing thing, which is a little cumbersome but whatever. In the end I plan on letting any weapon do the same damage as any other reasonably similar weapon. I have a player that LOVES axes and I am not gonna make him use a greatsword just because greataxes are traps; the greataxe will just do the same damage as whatever is the best two-handed non-reach weapon. Easy to houserule, and some people like their endless pointless weapon charts complete with traps, so whatever.</p><p></p><p>I guess some people like it? Everyone else will ignore them. Possibly everyone.</p><p></p><p>Honestly this I am ok with. It's basically a magic item tax; you pay 100g to protect you from bad items and the like. The spell's effect is so good (and so much faster and more complete than "experimenting with it") that I'm ok with this. Plus it makes low-level parties more wary.</p><p></p><p>Ok yeah that's stupid. GONE.</p><p></p><p>Eh, simple to houserule, and the way it is now it gives you more of a reason to train.</p><p></p><p>This I completely disagree with. 15 max is PERFECT: DO NOT CHANGE. When the best stat you can start with is 16 (because 17 is a trap) that is WAY better and actually encourages variant builds instead of 100% the same builds. Allowing higher stats just means you will min/max them. Max 15 on point buys was brilliant.</p><p></p><p>We will also be doing this, probably. It's actually much more intuitive when you're used to counting bonuses. I can see the counterpoint - that people will nitpick what counts and what doesn't - but people will do that anyway just to grab a single disadvantage for the enemy (or advantage for them) to cancel out bad situations. Thankfully painless to houserule.</p><p></p><p>Don't need it. Move/attack/move. All charge did was bring up rule discussions.</p><p></p><p>Yeah, I'm not sure why they DON'T work this way, other than it's just plain simpler for everyone if all you have to remember is "10." I think this is one we'll play with and if it gets to be annoying we will houserule, but it's a small factor either way. Oh, and it also means negative Con mods are extra horrid, which you may or may not like.</p><p></p><p>Not really a big problem because these rules are not really useful regardless. They had to put <em>something </em>in the book so they went with something easy to remember. Nearly everyone will continue to ignore them anyway.</p><p></p><p></p><p>Overall these are fine observations! Thanks for some of the smaller catches. I still can't believe Potent Cantrip doesn't do anything. That's just too funny.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6331988, member: 9789"] Nah, they're fine the way they're doing it. People like the idea of optional feats, even if many don't. Your proposed change makes it worse, as others have said. This problem is better solved by simplifying the weapon list, which I agree with you about. Or just allow a greataxe to do 2d6. But if you really want to fix the math, an entirely different mechanic will be needed. ...is fine. Don't take away the tiny amount of love shield fighters get! Also fine. This is a personal preference, not a mechanical problem. Also I figured it's part of how they are making fighters not suck vs. casters. Seems like a rare corner case, but sure, that's odd. Might as well count this as a "houserule if needed." Wow, so Potent Cantrip is 100% useless - that is a good catch. Since cantrips are so junky anyway something big could certainly stand to be done here. Damage on a miss makes everything into Magic Missile, so I don't think I'd do that, but maybe just add more damage or something? But yeah, something needs to happen here, definitely. Not even sure why this is useful. It's just semantics. Yeah I think they'd rather give them +2 Str (bounded) than the +1 AC (unbounded). Also the proficiency being so poor is why they get the +2 Str, I think. Medicine should 100% be wrapped up in Survival. It does allow you to identify a disease, which is nice, and I thought it could help when you're making saves against disease and poison? Maybe I made that up. Anyway, the skill list is too long and this is one that could go, easy. 100% agree. This cantrip should either be a bonus action or have 30' range. Given that making it a bonus action would make death saving throws almost pointless, range sounds more appropriate; maybe 20'? Meh. Fewer options are better, so I don't mind what they deleted. Padded being bad for Stealth is hilariously silly but it will 100% never come up anyway. 100% agreed! The weapon chart is way too long; they should have had groups of weapons that include X, Y, and Z and they all do XdX damage. The separation seems to be done exclusively for the piercing/bludgeoning/slashing thing, which is a little cumbersome but whatever. In the end I plan on letting any weapon do the same damage as any other reasonably similar weapon. I have a player that LOVES axes and I am not gonna make him use a greatsword just because greataxes are traps; the greataxe will just do the same damage as whatever is the best two-handed non-reach weapon. Easy to houserule, and some people like their endless pointless weapon charts complete with traps, so whatever. I guess some people like it? Everyone else will ignore them. Possibly everyone. Honestly this I am ok with. It's basically a magic item tax; you pay 100g to protect you from bad items and the like. The spell's effect is so good (and so much faster and more complete than "experimenting with it") that I'm ok with this. Plus it makes low-level parties more wary. Ok yeah that's stupid. GONE. Eh, simple to houserule, and the way it is now it gives you more of a reason to train. This I completely disagree with. 15 max is PERFECT: DO NOT CHANGE. When the best stat you can start with is 16 (because 17 is a trap) that is WAY better and actually encourages variant builds instead of 100% the same builds. Allowing higher stats just means you will min/max them. Max 15 on point buys was brilliant. We will also be doing this, probably. It's actually much more intuitive when you're used to counting bonuses. I can see the counterpoint - that people will nitpick what counts and what doesn't - but people will do that anyway just to grab a single disadvantage for the enemy (or advantage for them) to cancel out bad situations. Thankfully painless to houserule. Don't need it. Move/attack/move. All charge did was bring up rule discussions. Yeah, I'm not sure why they DON'T work this way, other than it's just plain simpler for everyone if all you have to remember is "10." I think this is one we'll play with and if it gets to be annoying we will houserule, but it's a small factor either way. Oh, and it also means negative Con mods are extra horrid, which you may or may not like. Not really a big problem because these rules are not really useful regardless. They had to put [I]something [/I]in the book so they went with something easy to remember. Nearly everyone will continue to ignore them anyway. Overall these are fine observations! Thanks for some of the smaller catches. I still can't believe Potent Cantrip doesn't do anything. That's just too funny. [/QUOTE]
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