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Community
General Tabletop Discussion
*Dungeons & Dragons
Is 5E better because of Crawford and Perkins leaving?
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<blockquote data-quote="eclair~" data-source="post: 9805148" data-attributes="member: 7054492"><p>One of the new species in the Lorwyn book can take the Dash action as a reaction when rolling initiative. This makes no sense because there is no current turn for the Dash action's benefits to apply to when everyone is rolling initiative, and it doesn't perform any function because the Dash action doesn't let you move when it's not your turn. (Features that confer movement outside of normal rules explicitly say that the target "can move" to allow such.)</p><p></p><p></p><p>Barbarians are effectively neutered by changes to their class mechanics and enemy design. Druids' unique features are nerfed in favour of imitating Cleric features. Rangers are derailed into "Hunter's Mark, the class". Monks can't do anything meaningful except punch people and aren't even any better at dealing damage than more versatile classes.</p><p></p><p>The Lucky feat is nerfed, but a new origin feat confers the exact same benefit to multiple characters, multiple times a day. Healer is nerfed, while Magic Initiate is made significantly stronger. Crafter and Savage Attacker are completely useless in comparison to most options.</p><p></p><p>Imbalance is baked into every aspect of 2024 5e. Spellcasting rules are changed to benefit some subclasses and builds over others. Numerous options that weren't even considered that strong were made even worse for no reason. Even with a new mechanic, Weapon Mastery, the designers were fully aware that certain masteries were far better than others and would be the primary picks of the majority of players—hence the Fighter's Tactical Master feature treating it as a default that players wouldn't be using Push/Sap/Slow weapons.</p><p></p><p>But yeah, awesome system.</p></blockquote><p></p>
[QUOTE="eclair~, post: 9805148, member: 7054492"] One of the new species in the Lorwyn book can take the Dash action as a reaction when rolling initiative. This makes no sense because there is no current turn for the Dash action's benefits to apply to when everyone is rolling initiative, and it doesn't perform any function because the Dash action doesn't let you move when it's not your turn. (Features that confer movement outside of normal rules explicitly say that the target "can move" to allow such.) Barbarians are effectively neutered by changes to their class mechanics and enemy design. Druids' unique features are nerfed in favour of imitating Cleric features. Rangers are derailed into "Hunter's Mark, the class". Monks can't do anything meaningful except punch people and aren't even any better at dealing damage than more versatile classes. The Lucky feat is nerfed, but a new origin feat confers the exact same benefit to multiple characters, multiple times a day. Healer is nerfed, while Magic Initiate is made significantly stronger. Crafter and Savage Attacker are completely useless in comparison to most options. Imbalance is baked into every aspect of 2024 5e. Spellcasting rules are changed to benefit some subclasses and builds over others. Numerous options that weren't even considered that strong were made even worse for no reason. Even with a new mechanic, Weapon Mastery, the designers were fully aware that certain masteries were far better than others and would be the primary picks of the majority of players—hence the Fighter's Tactical Master feature treating it as a default that players wouldn't be using Push/Sap/Slow weapons. But yeah, awesome system. [/QUOTE]
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Is 5E better because of Crawford and Perkins leaving?
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