Handfull of off the cuff top tier examples?Might one inquire as to what those reasons for being unimpressed may be? Particularly the ones exacerbated "in concerning ways"?
- Failure to lock down the player facing rest/recovery rules to move from the last decade of gm as fun police saying "no" to GM as fun facilitator who can say "yes this time" when it makes sense or seems reasonable
- Yes I know there is a footnote buried in the DMG where players are unlikely to ever read it , but how the rules are written & where they are placed matters... the footnote is in the wrong book
- Failure to do anything about the fun killing time suck where multi attack PC players abuse the rules exactly as designed to break up their attack and movement choices by staring at the gm and holding the round hostage for an attack by attack update if the gm doesn't go adversarial and skip to next in the initiative or do something like house rule in the old school 2e/3.x style action economy
- Failure to settle on a single rest cycle in order to continue with classes designed to exploit 5mwd short rests as their pool eventually scales in size and power far beyond what could be spent before the next rest at any pace other than "extreme nova".
- Sure it works fine in tier1 or so of play, but there are many more levels for the size & power of that short rest pool to grow through
- Failure to fix a laundry list of absurdly abusable must take spells and actually doubling down on some while adding more.
- There's literally a thread going on now about some of the new obvious ones
- Failure to provide rules (default or optional/variant) for anything other than DBZ/OPM in tone.
- Failure to provide rules for carrying capacity/encumbrance not designed to remove their own impact from play..
- Might as well add in the lack of meaningful container interaction rules resulting in the most permissive of video game/litrpg style inventory shenanigans unless the GM does the dirty work of acting as fun police or altering combat in seemingly adversarial (and difficult for the gm to track) ways due to the multiplicative impact of the next point.
- Failure to fix or provide a variant rule that locks down what a character has in their hands when & instead choosing to double down on it by explicitly making it easier to have a quantum free hand that has the most useful of anything or nothing in a character's inventory in it during their turn
- Failure to give enough weight to a gm advocate type role during design rather than leaning into phrases like "frustrating for GMs" & ~"off limits to the gm".
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