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D&D 5e Post-Mortem
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<blockquote data-quote="Neonchameleon" data-source="post: 9099096" data-attributes="member: 87792"><p>I think I'll build on this. 5e has done an excellent job of creating a good player side experience from levels 1-5, and OneD&D does a good polishing job of further enhancing this strength by, for example, putting all subclasses on level three making the level one choice not overwhelming and ensuring that level three has further character growth - and by making the feats better than the cookie cutter ASIs at level 4 so everyone has a choice to make when they level up (except at level 5 when the martials' second attack is enough they don't really care). Strong aesthetics, character growth with many but not overwhelming choices, and the cleanest ruleset of any D&D in history is all good stuff and both draws newbies in and doesn't drown them.</p><p></p><p>The starting levels for the new players are the most important part and 5e did well and One D&D is going to almost certainly do better, polishing the pain points. But I'm unhappy with the game outside what is the most important quadrant. After level 5 and entering Paragon tier the only mechanical character growth choice made by any martial who doesn't multiclass is which feat/ASI to pick once every four levels, and the game seems to have no vision of what a fighter, barbarian, or rogue even <em>is</em> after paragon tier (to be fair it does for the monk with their Level 14: Proficient in all saves and spend a ki point to reroll being character defining to the point I think it should be spread around more). </p><p></p><p>And then we reach the DM's side of the table where you are basically left to sink or swim. And the DM needs at least as much support as any player and probably as much as all the players combined. There are almost no tools and ones like the quick monster creation don't wokr, thanks to Weapon Finesse, thrown weapons, and spells in melee the non-legendary monsters are tactically bad when they aren't just hp pinatas, and the playstyles aren't supported.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9099096, member: 87792"] I think I'll build on this. 5e has done an excellent job of creating a good player side experience from levels 1-5, and OneD&D does a good polishing job of further enhancing this strength by, for example, putting all subclasses on level three making the level one choice not overwhelming and ensuring that level three has further character growth - and by making the feats better than the cookie cutter ASIs at level 4 so everyone has a choice to make when they level up (except at level 5 when the martials' second attack is enough they don't really care). Strong aesthetics, character growth with many but not overwhelming choices, and the cleanest ruleset of any D&D in history is all good stuff and both draws newbies in and doesn't drown them. The starting levels for the new players are the most important part and 5e did well and One D&D is going to almost certainly do better, polishing the pain points. But I'm unhappy with the game outside what is the most important quadrant. After level 5 and entering Paragon tier the only mechanical character growth choice made by any martial who doesn't multiclass is which feat/ASI to pick once every four levels, and the game seems to have no vision of what a fighter, barbarian, or rogue even [I]is[/I] after paragon tier (to be fair it does for the monk with their Level 14: Proficient in all saves and spend a ki point to reroll being character defining to the point I think it should be spread around more). And then we reach the DM's side of the table where you are basically left to sink or swim. And the DM needs at least as much support as any player and probably as much as all the players combined. There are almost no tools and ones like the quick monster creation don't wokr, thanks to Weapon Finesse, thrown weapons, and spells in melee the non-legendary monsters are tactically bad when they aren't just hp pinatas, and the playstyles aren't supported. [/QUOTE]
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