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General Tabletop Discussion
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Most frustrating quirk of 5E?
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<blockquote data-quote="Dausuul" data-source="post: 7536139" data-attributes="member: 58197"><p>Hmm. I have lots of little nitpicks about 5E, but most of them rarely come up at the table. However, I can think of two that have caused me significant headaches:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Monster design, particularly in the core books. </strong>CRs are unreliable to the point of uselessness, and far too many monsters are just sacks of hit points. It's a huge step back from 4E, which for all its faults was very good at delivering exciting and engaging combats.</li> <li data-xf-list-type="ul"><strong>Short rests.</strong> The 1-hour short rest is just too long; except on timed missions, it's rare for the party to get an opportunity to take a short rest that would not also allow a long rest, and as a result, classes that rely on short-rest resources (e.g., warlocks) get screwed over. I am aware that this varies from table to table, but it's a common enough complaint that I consider it a legit rules issue. Furthermore, while the "gritty" resting variant in the DMG seems like a solution in theory, it causes significant issues in practice. Too much of the rulebook is built around the assumption of a long rest cycle of 24 hours.</li> </ul><p>I've been able to address both problems with homebrewed monsters and house rules for short rests, but as we are taught by Oberoni the Wise, the fact that you can fix a problem via Rule Zero does not mean there isn't a problem.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7536139, member: 58197"] Hmm. I have lots of little nitpicks about 5E, but most of them rarely come up at the table. However, I can think of two that have caused me significant headaches: [LIST] [*][B]Monster design, particularly in the core books. [/B]CRs are unreliable to the point of uselessness, and far too many monsters are just sacks of hit points. It's a huge step back from 4E, which for all its faults was very good at delivering exciting and engaging combats. [*][B]Short rests.[/B] The 1-hour short rest is just too long; except on timed missions, it's rare for the party to get an opportunity to take a short rest that would not also allow a long rest, and as a result, classes that rely on short-rest resources (e.g., warlocks) get screwed over. I am aware that this varies from table to table, but it's a common enough complaint that I consider it a legit rules issue. Furthermore, while the "gritty" resting variant in the DMG seems like a solution in theory, it causes significant issues in practice. Too much of the rulebook is built around the assumption of a long rest cycle of 24 hours. [/LIST] I've been able to address both problems with homebrewed monsters and house rules for short rests, but as we are taught by Oberoni the Wise, the fact that you can fix a problem via Rule Zero does not mean there isn't a problem. [/QUOTE]
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