I'll assume you mean In your opinion... got it.
No, I mean that 5e doesn't cover the same genre space as Cosmic Horror, and many of it's core genre logic parts actively fight against Cosmic Horror. Actually doing the genre of Cosmic Horror requires gutting so much of the 5e game that it would no longer be 5e.
I think the problem here may be that people are using the d20+mods vs DC with the GM deciding what happens is 5e, so anything that doe things this way is also 5e. That's an entirely facile definition, though.
I originally asked about the Sanity rules. And yes it does modify them which addresses your entire complaint about Wis and Cha saves. Not sure how you can just dismiss the parts you want in order to make your point. Again feels disingenuous.
You said Sanity and Madness. You can go back and look. I looked at Madness, because all Sanity does is change the lead-ins for the Madness rules. It's an optional subssystem for an optional subsystem. It does nothing on it's own without the Madness rules.
I mean, you can be hurt that I didn't talk to the Sanity rules, but they are an option to an option. I felt dealing with Madness clearly and cleanly as the primary optional rule for these things was more direct to the point. However, sure, you've managed to point out that there's one argument of mine that can be addressed by adding a new stat to all characters, which has other knock on effects like making everyone MAD now, since the combat debuffs from the Madness systems should be prioritized to be avoided, and now you have the build question of whether or not those will be common in the game or rare, which is entirely up to the GM.
I said if you want mechanical effects use the longterm madness as permanent. But there is a school that believes that a player will play their character honestly and with integrity so a mechanical enforcement isn't necessary as they have bough into the genre tropes for cosmic fantasy.
Again, how do Flaws play? They aren't meant to be constant bits, but used to earn Inspiration according to the rules. You're now requiring a specific approach to play, one not even associated with a ruleset, to make the rules work.
Here's a kicker -- I fully want players to fully inhabit and advocate for their PCs, to roleplay with integrity. But I also think having to tell a player how to roleplay is a terrible idea -- it's up to them to do this, it's their fun, not mine. If my game becomes ruined because a player has a different idea what roleplaying their character looks like, then that's my problem, not their. My goal is to have a game and system that encourages roleplaying, not one that demands a specific approach. I don't have a problem with roleplaying in my games -- my players are great! But I'm also not partial to telling them what they have to roleplay, ever. The Madness rules are telling players how to roleplay.
Honestly, if you're fully engaging the 5e rules, then the one bits of the Madness rules that actually engage roleplaying with integrity are the Flaws of permanent madness. These are incentivized by the ruleset via Inspiration. But, most people totally ignore this entire system, and instead rely on the GM policing proper roleplaying so that the GM can force roleplaying onto the players, like how the Madness system works.
I mean, look at Cthulhu Dark. It incentivizes putting your sanity on the line, but leave it as a player choice. The penalties for failing an Insanity roll is that you
roleplay your insanity. How is entirely up to the player -- nothing is enforced by the GM.
NO they are not all about applying combat reducing effects and you repeating it doesn't make it so... Any of these affect the character overall not just specifically in combat
Short Term
-The character experiences vivid hallucinations and has disadvantage on ability checks
-The character does whatever anyone tells him or her to do that isn't obviously self-destructive
-The character falls unconscious
-The character begins babbling and is incapable of speech or casting spells
-The character becomes incapacitated and spends the duration screaming, laughing or weeping
Long Term
-The character suffers extreme paranoia. The character has disadvantage on Wis and Cha checks
-The character loses the ability to speak
-The character experiences a powerful delusion. Choose a potion. The character believes he or she is under it's effects.
-The character is blinded or deafened
Yeah, okay, those don't primarily hurt the combat pillar. Remember, without any immediate pressure the short term madness is over in minutes and so doesn't really matter. Long term, most of those are so debilitating that they incentivize sitting out until they wear off. I mean, if you have a few levels of exhaustion, which somewhat mimics most of these, you would take every action to remove them because they will get you killed in combat.
Come on, man.