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<blockquote data-quote="DND_Reborn" data-source="post: 7874133" data-attributes="member: 6987520"><p>Well, for me 5E didn't do a lot of things right. They did a few things right that add an interesting twist/ mechanic, that I would love to port over into my prior 1e/2e games and might in the future.</p><p></p><p>I never played 4E, but as I understand it was very rules heavy, the desire to go the other direction into a rules light version is understandable, but they went way too far. There are so many rules and subsystems missing that our group is just about fed up with it. Nearly every session we run into situations where the rules simply aren't there or don't support what we're trying to do--so we have to come up with rules constantly on how to implement stuff. Yeah, I know, it's <em>by design</em> but it sucks. I am nearly at the point of compiling a "rules supplement" book for 5E to bring in a standard ruleset for all the stuff they decided not to cover.</p><p></p><p>I think there are too many HP. Everything takes forever to kill. PCs rarely die after 3rd-5th levels unless you use creatures which I would consider too strong normally. But that is a matter of taste I suppose.</p><p></p><p>Subclasses are nice for flavor, but unbalanced and a lot of them are lackluster.</p><p></p><p>Anyway, I could go on but the more I think about the more pointless it is. What does it matter what the biggest issues are? They aren't going to change it or reverse the design to more fit earlier editions. I don't blame them since if people prefer earlier editions they are already there to be played.</p><p></p><p>I suppose this is simply for the OP's curiosity?</p><p></p><p>FWIW, our Inspiration system is very simple. When you level, you gain Inspiration points equal to your new level. You can use them for a roll you make on a d20 (attack, ability, save) to reroll it, accepting the new result. You can only use one per round.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7874133, member: 6987520"] Well, for me 5E didn't do a lot of things right. They did a few things right that add an interesting twist/ mechanic, that I would love to port over into my prior 1e/2e games and might in the future. I never played 4E, but as I understand it was very rules heavy, the desire to go the other direction into a rules light version is understandable, but they went way too far. There are so many rules and subsystems missing that our group is just about fed up with it. Nearly every session we run into situations where the rules simply aren't there or don't support what we're trying to do--so we have to come up with rules constantly on how to implement stuff. Yeah, I know, it's [I]by design[/I] but it sucks. I am nearly at the point of compiling a "rules supplement" book for 5E to bring in a standard ruleset for all the stuff they decided not to cover. I think there are too many HP. Everything takes forever to kill. PCs rarely die after 3rd-5th levels unless you use creatures which I would consider too strong normally. But that is a matter of taste I suppose. Subclasses are nice for flavor, but unbalanced and a lot of them are lackluster. Anyway, I could go on but the more I think about the more pointless it is. What does it matter what the biggest issues are? They aren't going to change it or reverse the design to more fit earlier editions. I don't blame them since if people prefer earlier editions they are already there to be played. I suppose this is simply for the OP's curiosity? FWIW, our Inspiration system is very simple. When you level, you gain Inspiration points equal to your new level. You can use them for a roll you make on a d20 (attack, ability, save) to reroll it, accepting the new result. You can only use one per round. [/QUOTE]
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