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Most frustrating quirk of 5E?
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7536994"><p>I understand your point, Blue. But for me, so many options and choices, as a DM, is just fluff. It isn't essential to the game in any way and makes the process of picking options over-lengthy, confusing, and tedious:</p><p></p><p>Should I be this? Should I be that? What points should I put where? How can I get my guy ability X? How can I get the most out of my ability Y? And so on...</p><p></p><p>Now, being new to 5E and most of my players completely new to D&D entirely, there is a learning curve and that takes time. But coming from earlier editions where there was not as much need to make so many choices about so many things, it was faster and we enjoyed more time playing and less time bookkeeping and planning out a character arch.</p><p></p><p></p><p></p><p>Ah, but many of those things I don't think are balanced IMO. Are they so broken to my thinking they are wrong? No. But they are off enough that I think some of them need to be tweaked at least a bit. Personally, I don't like a standard stat set. It takes the randomness out of character generation compared to the 4d6 method. I like randomness. Life is random. Fantasy, a magic-mirror reflection of life, should also be. Again, these are <em>my</em> preferences and I am hardly demanding anyone share them. Even with my own players, I would rather meet on a common ground about many things on my list than just remove them completely. A DM is god (little "g") in the game, but doesn't have to be a tyrant or dictator. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>We don't need 40, obviously, so I don't think it is the same thing. Having a base age/size and simple rules for adjusting age and size, how these will modify the base stats, would be best. It allows for variety in power of monsters (not just dragons, necessarily) while not creating excessive bloat. That being said, do we really need half-a-dozen variations of Orc? A base, with simple rules for making the base orc stronger, would be sufficient IMO.</p><p></p><p>I hope that might clear up some of the confusion? If not, well, sorry to hear it. IME, having more options is not always a good thing, even in RPGs. It gets to a point, and again this was true in some aspects of earlier editions, too, where too much is simply--well--too much.</p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7536994"] I understand your point, Blue. But for me, so many options and choices, as a DM, is just fluff. It isn't essential to the game in any way and makes the process of picking options over-lengthy, confusing, and tedious: Should I be this? Should I be that? What points should I put where? How can I get my guy ability X? How can I get the most out of my ability Y? And so on... Now, being new to 5E and most of my players completely new to D&D entirely, there is a learning curve and that takes time. But coming from earlier editions where there was not as much need to make so many choices about so many things, it was faster and we enjoyed more time playing and less time bookkeeping and planning out a character arch. Ah, but many of those things I don't think are balanced IMO. Are they so broken to my thinking they are wrong? No. But they are off enough that I think some of them need to be tweaked at least a bit. Personally, I don't like a standard stat set. It takes the randomness out of character generation compared to the 4d6 method. I like randomness. Life is random. Fantasy, a magic-mirror reflection of life, should also be. Again, these are [I]my[/I] preferences and I am hardly demanding anyone share them. Even with my own players, I would rather meet on a common ground about many things on my list than just remove them completely. A DM is god (little "g") in the game, but doesn't have to be a tyrant or dictator. :) We don't need 40, obviously, so I don't think it is the same thing. Having a base age/size and simple rules for adjusting age and size, how these will modify the base stats, would be best. It allows for variety in power of monsters (not just dragons, necessarily) while not creating excessive bloat. That being said, do we really need half-a-dozen variations of Orc? A base, with simple rules for making the base orc stronger, would be sufficient IMO. I hope that might clear up some of the confusion? If not, well, sorry to hear it. IME, having more options is not always a good thing, even in RPGs. It gets to a point, and again this was true in some aspects of earlier editions, too, where too much is simply--well--too much. [/QUOTE]
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