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General Tabletop Discussion
*Dungeons & Dragons
My biggest gripe with 5e design
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<blockquote data-quote="Quickleaf" data-source="post: 7853484" data-attributes="member: 20323"><p>Yep. </p><p></p><p>There were some changes in 5e that were based on making the game easier at the table – e.g. removing most instances of ability score drain & level drain made it easier, because there's less having to recalculate a bunch of things based on your ability score modifier or proficiency modifier. Those changes make a lot of sense to me.</p><p></p><p>Then there were some changes that were based on play style aesthetic decisions that came out of the playtesting & creative direction of the design team (i.e. leaning more toward heroic fantasy) – e.g. diminishing the deadliness of poisons, things that paralyze, and things that petrify. While I understand why they did that, I really empathize with the OP, and often either find clever ways to make these more dangerous or implement homebrewed versions to make them more dangerous. Fortunately, homebrewing these elements is quick and easy.</p><p></p><p>And then there are things like <em>remove curse </em>that are just...I see how it's part of the D&D tradition...but I'd say the D&D tradition is lazy design, in this specific case. They don't <em>feel </em>like curses. It's clearly a case where just a page of guidelines provided in the DMG and an extra sentence/component in the <em>remove curse </em>spell description would have made a world of difference. You can do it yourself as a DM, but it does take some effort and design work (which some DMs might prefer to put into other areas of his or her game).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7853484, member: 20323"] Yep. There were some changes in 5e that were based on making the game easier at the table – e.g. removing most instances of ability score drain & level drain made it easier, because there's less having to recalculate a bunch of things based on your ability score modifier or proficiency modifier. Those changes make a lot of sense to me. Then there were some changes that were based on play style aesthetic decisions that came out of the playtesting & creative direction of the design team (i.e. leaning more toward heroic fantasy) – e.g. diminishing the deadliness of poisons, things that paralyze, and things that petrify. While I understand why they did that, I really empathize with the OP, and often either find clever ways to make these more dangerous or implement homebrewed versions to make them more dangerous. Fortunately, homebrewing these elements is quick and easy. And then there are things like [I]remove curse [/I]that are just...I see how it's part of the D&D tradition...but I'd say the D&D tradition is lazy design, in this specific case. They don't [I]feel [/I]like curses. It's clearly a case where just a page of guidelines provided in the DMG and an extra sentence/component in the [I]remove curse [/I]spell description would have made a world of difference. You can do it yourself as a DM, but it does take some effort and design work (which some DMs might prefer to put into other areas of his or her game). [/QUOTE]
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My biggest gripe with 5e design
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