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Most frustrating quirk of 5E?
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<blockquote data-quote="3catcircus" data-source="post: 7543965" data-attributes="member: 16077"><p>Where to begin. Well - I'm kinda annoyed by *most* of the D&D rules as they've progressed over the editions, so 5e isn't unique in that regard. I think the biggest quirk is that they haven't figured out how to provide a set of rules that consistently applies damage and healing across a broad spectrum of effects. Everything is *still* "I magic missile him and do x points of damage. The BBEG continues merrily along even though he is down to 3 hit points. The fighter attacks with his sword and does 4 points of damage and now the BBEG suddenly collapses. Fight over."</p><p></p><p>Yes, it is fantasy, but I want a consistent set of rules options beyond the normal rules that would clearly distinguish how different attacks and damage types would affect an opponent in such a fashion that their combat effectiveness (and even their willingness to continue in battle instead of fleeing) would be "realistically" impacted, if the campaign is a low magic or gritty setting. In such situations, a guy who gets blasted by a fireball oughta be lights out most of the time due to going into shock almost instantaneously. A guy getting sliced across the leg that is more than a superficial wound ought to have a chance of bleeding out from the femoral artery or have a chance of being hobbled (and would definitely have his mobility impacted), and a guy bashed in the skull with a mace ought to have a chance of being knocked senseless.</p><p></p><p>It doesn't have to be all that complicated to do so - add hit locations / divide up hit points per location and maybe determine certain trip points for damage that would result in additional penalties, checks to see if you go into shock or start bleeding out, etc.</p><p></p><p>Runequest figured this out to a certain degree decades ago, and the 2013 edition of Twilight:2000 had a very nice system (albeit geared primarily towards combat involving firearms).</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7543965, member: 16077"] Where to begin. Well - I'm kinda annoyed by *most* of the D&D rules as they've progressed over the editions, so 5e isn't unique in that regard. I think the biggest quirk is that they haven't figured out how to provide a set of rules that consistently applies damage and healing across a broad spectrum of effects. Everything is *still* "I magic missile him and do x points of damage. The BBEG continues merrily along even though he is down to 3 hit points. The fighter attacks with his sword and does 4 points of damage and now the BBEG suddenly collapses. Fight over." Yes, it is fantasy, but I want a consistent set of rules options beyond the normal rules that would clearly distinguish how different attacks and damage types would affect an opponent in such a fashion that their combat effectiveness (and even their willingness to continue in battle instead of fleeing) would be "realistically" impacted, if the campaign is a low magic or gritty setting. In such situations, a guy who gets blasted by a fireball oughta be lights out most of the time due to going into shock almost instantaneously. A guy getting sliced across the leg that is more than a superficial wound ought to have a chance of bleeding out from the femoral artery or have a chance of being hobbled (and would definitely have his mobility impacted), and a guy bashed in the skull with a mace ought to have a chance of being knocked senseless. It doesn't have to be all that complicated to do so - add hit locations / divide up hit points per location and maybe determine certain trip points for damage that would result in additional penalties, checks to see if you go into shock or start bleeding out, etc. Runequest figured this out to a certain degree decades ago, and the 2013 edition of Twilight:2000 had a very nice system (albeit geared primarily towards combat involving firearms). [/QUOTE]
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