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In fact, INSERT RULES HERE was a key part of the 3rd edition, and it means 5th edition is still missing full support for this previous edition.
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<blockquote data-quote="Sammael" data-source="post: 6994759" data-attributes="member: 4475"><p>5E is missing some pretty crucial "modules," which were heavily implied to be in the DMG. When DMG actually arrived and offered very few game options and practically zero "modules" that can be turned on or off by individual groups, this was a big disappointment for many players. Sure, the core game is simple and robust enough that even some of those who were initially disappointed (like myself) are playing it, but that doesn't mean more options would be a bad thing...</p><p></p><p>My pet peeve, as mentioned many times, are the skills. Skills are woefully underdeveloped in 5E and I was really disappointed with the "stats are king" approach (which, in my book, translates to "natural talent is much more important than learning and training" - something I find to be patently false). I will not use 5E for an extended homebrew campaign until an official skills module is made (my players share this sentiment, they feel too constrained by the current system). </p><p></p><p>The detailed crafting/magic item creation module is not crucial to me, but I know at least one of my players would never switch to 5E unless he could fully convert his cleric of Gond PC. And I'm pretty sure turning him into an artificer and losing the cleric aspect would be a deal-breaker as well.</p><p></p><p>Neither of these should be required and shouldn't mess up the games of those who don't want to use them. But they should exist as options.</p></blockquote><p></p>
[QUOTE="Sammael, post: 6994759, member: 4475"] 5E is missing some pretty crucial "modules," which were heavily implied to be in the DMG. When DMG actually arrived and offered very few game options and practically zero "modules" that can be turned on or off by individual groups, this was a big disappointment for many players. Sure, the core game is simple and robust enough that even some of those who were initially disappointed (like myself) are playing it, but that doesn't mean more options would be a bad thing... My pet peeve, as mentioned many times, are the skills. Skills are woefully underdeveloped in 5E and I was really disappointed with the "stats are king" approach (which, in my book, translates to "natural talent is much more important than learning and training" - something I find to be patently false). I will not use 5E for an extended homebrew campaign until an official skills module is made (my players share this sentiment, they feel too constrained by the current system). The detailed crafting/magic item creation module is not crucial to me, but I know at least one of my players would never switch to 5E unless he could fully convert his cleric of Gond PC. And I'm pretty sure turning him into an artificer and losing the cleric aspect would be a deal-breaker as well. Neither of these should be required and shouldn't mess up the games of those who don't want to use them. But they should exist as options. [/QUOTE]
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In fact, INSERT RULES HERE was a key part of the 3rd edition, and it means 5th edition is still missing full support for this previous edition.
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