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Kate Welch on Leaving WotC
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8078585" data-attributes="member: 82106"><p>I found 5e's rules a little to vague. They really assume a lot of understanding of WHY to make specific rulings from the DM, and there is a lot of needless lack of clarity. If the idea is to provide 'options', then why not actually do that? I also found the rules to be organized in a way which makes it hard to get all the information on a topic in one place, assuming it exists at all... I wouldn't say it is worse than some other editions, all of them have had organizational missteps, but it seems like after 5 editions...</p><p></p><p>Some subsystems are also just needlessly complex. Why are there SIX saves? This seems like at least 3 too many! It is pretty much arbitrary which one is used in any given case, and several of them seem to almost never come up at all. I don't even understand the choice to have saves and attacks both, it is very confusing and means players have to really memorize a lot of trivial details about each spell, or else constantly look stuff up in combat. I wasn't impressed with that! </p><p></p><p>Overall, I think 5e did make PC builds simpler than 4e, and I feel like that is a good thing. Cutting out most of the mass of Feats is clearly a win. OTOH making all the different classes work by different rules doesn't make things easier. Some people seem to think fighters are simpler, but I don't really agree. When you start actually getting into all the action economy involved in using weapons, fighting styles, interactions with maneuvers, feats, subclass mechanics, and all the questions of 'bonus actions' and exactly what you can do in terms of drawing/sheathing/loading, etc. it actually gets pretty complicated! My dwarf transmuter is not really harder to run than my level 2 fighter (and once he hits level 3 he'll definitely have a lot to remember). I mean, deciding between spells is more decisions to make with the casters, but the actual mechanics of each are about equal. I don't see how this really improved over the 'powers' concept that 4e had. I think there was a middle ground there that could have made a more playable game.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8078585, member: 82106"] I found 5e's rules a little to vague. They really assume a lot of understanding of WHY to make specific rulings from the DM, and there is a lot of needless lack of clarity. If the idea is to provide 'options', then why not actually do that? I also found the rules to be organized in a way which makes it hard to get all the information on a topic in one place, assuming it exists at all... I wouldn't say it is worse than some other editions, all of them have had organizational missteps, but it seems like after 5 editions... Some subsystems are also just needlessly complex. Why are there SIX saves? This seems like at least 3 too many! It is pretty much arbitrary which one is used in any given case, and several of them seem to almost never come up at all. I don't even understand the choice to have saves and attacks both, it is very confusing and means players have to really memorize a lot of trivial details about each spell, or else constantly look stuff up in combat. I wasn't impressed with that! Overall, I think 5e did make PC builds simpler than 4e, and I feel like that is a good thing. Cutting out most of the mass of Feats is clearly a win. OTOH making all the different classes work by different rules doesn't make things easier. Some people seem to think fighters are simpler, but I don't really agree. When you start actually getting into all the action economy involved in using weapons, fighting styles, interactions with maneuvers, feats, subclass mechanics, and all the questions of 'bonus actions' and exactly what you can do in terms of drawing/sheathing/loading, etc. it actually gets pretty complicated! My dwarf transmuter is not really harder to run than my level 2 fighter (and once he hits level 3 he'll definitely have a lot to remember). I mean, deciding between spells is more decisions to make with the casters, but the actual mechanics of each are about equal. I don't see how this really improved over the 'powers' concept that 4e had. I think there was a middle ground there that could have made a more playable game. [/QUOTE]
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