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Community
General Tabletop Discussion
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Design issues with 5e
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<blockquote data-quote="humble minion" data-source="post: 9873384" data-attributes="member: 5948"><p>Too few decision/customisation points for PCs. Unless you're a spells-known caster, by the time you hit third level you've made almost every major choice you'll ever get to make when it comes to building your character. There is very little room to have your PC grow in reaction to events, learning new skills/languages/whatever requires you to devote a feat to it which is a huge investment in resources.</p><p></p><p>The bard should have never been a full caster, it should be a Charisma-focused support class with more versatility and strings to its bow than that. Oh, and the bard's entire suite of abilities are based around performing, but the Performance skill has absolutely no impact on them, which is ridiculous.</p><p></p><p>Too many iconic monsters are too low in CR. The 5.5 MM tried to give us more beefed-up variations, which was welcome, but a bigger CR spread when it comes to things like incorporeal undead, mythology-based monsters like minotaurs/medusae/gorgons and so on would be welcome.</p><p></p><p>The action economy is brutal when running fights against single big monsters until you get high enough level that Legendary Resistance/Legendary Actions come into play. At mid tier an appropriate-CR single monster can almost never pump out enough damage to seriously threaten a 5-PC party before they kill it.</p><p></p><p>Str and Dex need to be more balanced for martial characters. Str is a great stat if and only if you're planning on being a full-plate wearing brick, and is pretty much never required elsewhere. A higher Dex gives you better AC, a better ranged capability, benefits useful skills like Stealth, helps you out with a more useful saving throw, and you lose almost nothing in melee. For absolute minimum reduce rapier damage to 1d6, but also look at putting minimum Str requirements on longbows, or removing the Dex bonus to damage for ranged attacks at long range. Fixing this would also have the welcome side-effect of making classic weapons like the longsword or battleaxe much more viable options.</p><p></p><p>Similarly, it should be just as possible and viable to build a Str 14 Dex 14 martial character as is it to go with Str 18 Dex 10 or Str 10 dex 18. The current system incentivises all-or-nothing, which is boring.</p><p></p><p>Advantage and disadvantage work ... ok, but I'd introduce a concept of something like 'complete disadvantage' which is a level of disadvantage that represents extreme situations where disadvantage can not be cancelled by advantage. So something like Blinded would apply complete disadvantage when you're making melee attacks, and it doesn't damn well matter if your target is restrained or got hit with a Faerie Fire, you're still going to find it hard to hit.</p></blockquote><p></p>
[QUOTE="humble minion, post: 9873384, member: 5948"] Too few decision/customisation points for PCs. Unless you're a spells-known caster, by the time you hit third level you've made almost every major choice you'll ever get to make when it comes to building your character. There is very little room to have your PC grow in reaction to events, learning new skills/languages/whatever requires you to devote a feat to it which is a huge investment in resources. The bard should have never been a full caster, it should be a Charisma-focused support class with more versatility and strings to its bow than that. Oh, and the bard's entire suite of abilities are based around performing, but the Performance skill has absolutely no impact on them, which is ridiculous. Too many iconic monsters are too low in CR. The 5.5 MM tried to give us more beefed-up variations, which was welcome, but a bigger CR spread when it comes to things like incorporeal undead, mythology-based monsters like minotaurs/medusae/gorgons and so on would be welcome. The action economy is brutal when running fights against single big monsters until you get high enough level that Legendary Resistance/Legendary Actions come into play. At mid tier an appropriate-CR single monster can almost never pump out enough damage to seriously threaten a 5-PC party before they kill it. Str and Dex need to be more balanced for martial characters. Str is a great stat if and only if you're planning on being a full-plate wearing brick, and is pretty much never required elsewhere. A higher Dex gives you better AC, a better ranged capability, benefits useful skills like Stealth, helps you out with a more useful saving throw, and you lose almost nothing in melee. For absolute minimum reduce rapier damage to 1d6, but also look at putting minimum Str requirements on longbows, or removing the Dex bonus to damage for ranged attacks at long range. Fixing this would also have the welcome side-effect of making classic weapons like the longsword or battleaxe much more viable options. Similarly, it should be just as possible and viable to build a Str 14 Dex 14 martial character as is it to go with Str 18 Dex 10 or Str 10 dex 18. The current system incentivises all-or-nothing, which is boring. Advantage and disadvantage work ... ok, but I'd introduce a concept of something like 'complete disadvantage' which is a level of disadvantage that represents extreme situations where disadvantage can not be cancelled by advantage. So something like Blinded would apply complete disadvantage when you're making melee attacks, and it doesn't damn well matter if your target is restrained or got hit with a Faerie Fire, you're still going to find it hard to hit. [/QUOTE]
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