D&D 5E My Players Didn't Like 5e :( Help Me Get Them Into It!!

Dragonsbane

Proud Grognard
I have been a DM since the 1980s, and I am thrilled with 5e. Especially the 6 saves, the spells, the lack of a christmas tree of items . . . but my players were unhappy. Below is their critique, and I am hoping to get some tips to help them like the game more as well as some validation from people in the forums that I am not crazy to be so into the new rules.

All comments are appreciated!

And now their critique:


I see you are a fan of positive thinking good sir Harris. I’m about to point out every problem with this system, which is more or less everything that isn’t the combat chapter.
But before I take it through the dirt I shall tell you what I like so you don’t deem me a naysayer and dismiss arguments.


THE GOOD : Combat is superb, every class feels strong in its own way and has a place and time to shine. Even at high lvls where caster in pathfinder throw shade on everything, in 5th ed. It feels less so. I loved the moment when I asked about the barbarian’s HP after 2 fireballs and he was like “Pff… fly bites” where as I was hurting bad. And I got to shine when the angle attacked us. The disadvantage and he curse really messed up his day. I was on the back foot with all the concentration spells and all the different actions they require but I liked it in use and I liked the ability to finally use my minor action as a spellcaster. I also like the flexibility of the new spellcasting system, it feels nice and if it fits your vision, even better, a big improvement to combat is also the attack action, no longer do fighters and barbarians have to be stuck in one place like a tree in order to be most effective. Movement is fun, who knew. I also think that the skill system is good – streamlined and easy to use. I liked the customization of pathfinder, but this one does the job admirably. And that is it more or less.


Now THE BAD: And trust me there is a lot of it. Almost everything that it’s before mentioned falls in here so I will not open my book and start going page by page. Let’s start with my biggest gripe – the lovely backgrounds. Yes you know my problems with this – “You don’t limit your player’s creativity game” Yea it’s cool that your history matters but you just don’t. At least they are easy to make, but if you have to make 100 of them why don’t they just give you – Here this is what you can pick, mix and match it until you are happy. It’s not like the special skill ever comes in handy anyways. And then they talk about personality – the fabled IBF. Here there be the basics of your character. This mechanic I’m sad to say is useless for us. I’m extremely happy that I managed to find a group with excellent gamers such as your selves as to make it obsolete. It is useful in only the most wargamy of groups, and if indeed you are playing with wargamers that just want mechanical challenge and you are trying to force RP on them, well I have to tell you are not playing the right game with the right people. Another thing that you have noticed already 4x6 makes about 24 more things the GM has to keep track, and how do you do it when everyone is bringing his A game to the table, you have to just constantly give out inspiration. “I use inspiration to kill the angle, than I mutilate his corpse and get inspiration because I have a Ideal to destroy beautiful things. I use my inspiration to persuade someone to betray his friend then I get in immediately back because I have a Personality treat that is all about making people backstab each other” When everything is working fine this system either means you constantly have inspiration, or is just forgotten. And the idea that it encourages mechanic focused gamers to RP is not true. If you are playing for the mechanics this is just one more of them to fallow, they will find the easiest bond to forfill and they will try to do it always even if the party disagrees because that is the mechanic they see. It’s just a big mess when you look into it.


We reached Chapter 5 Equipment – now let’s talk of the importance of magical items in a high fantasy game, and the economy of the world of which they are an integral part. So I will just go out and say it. The 5th ed economy is broken, it is wrecked beyond repair, a problem that connects to the reward structure of the game. I will take a look at it before I talk about how it’s broken. So we are adventurers, and we adventure for glory and to improve our social status, but also to become better at adventuring and defeat greater rivals for better rewards. That is our goal. How does the game reward us and help us on the way. The first reward it could give us is inspiration, but as I said it is unclear and random and horrible. And then there is gold ad magic items that we obtain on our journey (Or have not as the case may be, because vampires usually have only scrolls in their treasure hoards). Fewer magical items you say, well that sounds good because before I used to look like a christmas tree whenever someone looked at me with detect magic. In theory it is fine, a great idea even, until you understand that you get them super rarely, thusly being unreliable reward. They are awesome indeed and the abilities associated with them are super cool but big deal because you will find only 3 such items in your 12 lvls of adventuring and that is not to say some of them will not the the usual +1. Yea the feeling of finding that holly avenger in the hoard of the dragon is unmatched, but it is somewhat downgraded by the fact that the lich before him had scrolls of 2 lvl of lower, and the mummy prince before him had a hat that looked really cool. So the designers said,” well we will reward them with more gold if we can’t do it with magical items, that will surely satisfy them” but what can I do with that gold? Buy ponies and that’s about it, can’t buy magical items, they are too rare, can’t improve myself in any way really, so I have more money than god and no way to use it. Usually you will update your magical gear but you can’t do that now so what you are left with is piles of gold. Good job you would be the happiest dragon. So all in all the reward system of 5th ed Is dysfunctional.


Chapter 6. Customization – There be feats here, that while cool and much improved them before and too few to really make an obvious change in your play style. Yea you have what you need for your rogue to dash in and out of combat, and for your mage to be aggressive, but 40 classes, 1000 archetypes, 300 prestige classes and so on. Yea it is safe to say that it needs many more feats to compete with that.
Chapter X Adventuring – goes back around to the problems with the reward system, downtime and social interactions and something that could be broth up but it has 0 mechanical support. I wish I had the DMG so I can really get to the core of these problems, but alas I have to just point some of them out.


Finally I will tell you what I think about “rulings not rules”. I think it is lazy and uninspired way to pander to everyone. Well we didn’t want to tell you how to run your game so you decide. Sorry, but did I but a rule system or a guideline no how to create my own. I thought that you are game designers with years of experience at making games, if I wanted to play make believe I would have done so without spending 120$ for your enlightened opinion. I don’t know if it’s a way to hide incompetence or what the hell it is. A way to pass lazily by and now make functional mechanics for the game? A great game is set apart from a mediocre game when it does something in an amazing way. Burning wheel, has the mechanics to support the kind of gameplay it provides, apocalypse world and stars without number has them, pathfinder for all its downfalls has them. Those are some games that know what they are and know how to support the experience they provide. This we are hip with the kids, so indie and casual talk doesn’t sit well with me. What the mechanics of 5th ed tell me is that I need to kill everything and never live the dungeon, because there the game is at its best. It did unique, innovated nowhere, improved some aspects at the cost of others I give it a solid 6/10 a slightly above average game that is functional until you see its faults and find out that you are actually the boss and have to fix them yourself because “rulings not rules”. It jumps to a 7,5/10 if played the way it is obviously supposed to be played – in short arcs spent mostly fighting.


And that is my hones critique of the game, might have been a big rough on it, but hey, it actually has only the combat as a redeeming feature so I don’t feel as if I were unfair. I’m also sure I skipped some things and I might have not made my point clear enough or compelling enough but well I’m not a pro critique I just play games. But I have watched many of hard core gamers and game designers discuss it and they would mostly agree.

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Iskar brought up most of the pros and cons to 5E. 5E has a good simple system for quick runs but quickly becomes bogged down with lack of direction for a campaign. Not to mention it does not have the variety of pathfinder. All in all certain elements I like (Lair actions, simpler numbers, personality traits) with more dislikes (class variety, some feats rock others are lame, spells are too simplified and not dependent on caster level). You can migrate in the pros into pathfinder and I think the end product would be better than trying to bring the pros from pathfinder into 5E.

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I agree with the others. The lack of customization is what bugs me most of all. I felt that the classes were too similar in terms of gameplay mechanics. Having played both a spellcaster in Brom and a Melee Fighter in Zarroc. They felt suprisingly similar. Zarroc could take more hits and Brom could use a few spells but overall it was move, use similar attack action, turn over. I dont feel that way with Pathfinder, Rylius and Lishtra feel extremely different than say Smiggles or Iskar.

I dont feel as if the power scale makes a difference in 5e i felt as if my 4th level character could take on my 12th. There is no way I would feel like this in pathfinder. This is a numbers thing that I dont believe pathfinder has quite right either but I should never feel as though 8 levels doesnt make that much of a difference
 

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Now, to be fair, I'm no big fan of 5e either, but...

...if your players are giving you feedback that tells you, "We're not really happy with this," I'm not really sure it's wise, to say nothing of proper, to try to fight that. They gave it a shot, and they told you how they felt. Perhaps it's better to respect that you have a difference of opinion and try to find a system that you both like?

Of course, there's always the Standard Fallback Answer For Fifth Edition: "You're the DM, you figure it out." (Every 5e DM question ever will get that answer, sooner rather than later.) But somehow I don't think that will get you any closer to answering the question than my first, actually-heartfelt answer did.
 

It sounds like you were playing Pathfinder before. If my players hated 5th and didn't want to play it then I wouldn't try and force them. I would simply invite someone else in the group to run Pathfinder and then play that. Don't try and force players to play a game they don't like and never EVER run a game that you aren't excited about running.
 
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Sorry, cant really help you. You description of 5e is fairly accurate. It sports a fast combat resolution system that works quite well and a basic mechanic of ability+(proficiency)+d20>DC. Everything else, including things like a functional economy and meaningful downtime activities is left to the DM. The system is clearly intended for DM's that either want a superlight system or likes to tinker with mechanics. If you desire a mechanically "complete" system I dont think 5e is actually designed for you.

Regarding the limited character options this is clearly intentional. For good and bad the 5e designers have chosen to reduce the number of options available for character customization by several order of magnitudes compared to 3e/4e/PF. Again; if what you desire is a wealth of options I would not consider 5e to be a good choice for your gaming circle.

Personally I am on the fence regarding 5e. I both share several of your gripes, but I also like the simplification of character customization and the emphasis on actual game play it creates. I recommend trying the game a bit more. If it doesn't stick I suggest grabbing the Pathfinder Unchained book and making a new game for yourselves out of the PF core. This sounds like it would be more up your alley.
 

Seems to be me your players have a pretty accurate sense of 5e from a player perspective. I do not think trying to talk them in to playing a game that they say they do not want to play makes a lot of sense. If they like Pathfinder or 4e or whatever, play that. There is more material for those old editions anyway.
 

One of their gripes is easily fixed. Magic item economy. Some of my players also are mystified as to what gold is for. For the first 5 levels of play they just sort of collected it, occasionally spent some on mundane gear, a stay at an inn, etc. They have no cleric so I always made potions of healing available to them for purchase. By 5th level most of them had about 500ish gp and we hit a natural break in the game for some "downtime".

So I gave them some options. One of which was the purchase of magic items up to uncommon rarity. I just used the rules for crafting. I also allowed them to sell magic items they found to be not useful. A couple of the players didn't feel like it was worth it yet to sink their gold into magic items so they instead did other things. One had great fun with the carousing rules.

But, in all honesty it sounds like they want Pathfinder. I look at Pathfinder/3e now and see a staggering number of options that just distract from the parts of the game I enjoy. But it sounds like that is what they want.

My advice to you is to hand over the game to them, let them run Pathfinder or whatever it is they like and you join them as a player if you are playing with them more because you like playing games with them and don't care so much what system is being played. Then start a new 5e group, invite any of them that want to play (under the caveat that they can't sit around and gripe about the system all day). Then start adding new players that want to play 5e.

If you can't find local players, consider running an on-line game with FantasyGrounds or Roll20 or some such. I did this with 4e for a bit. It was fun (not as much fun as in person games...but still got my fix)
 

Needless to say, I disagree with pretty much everything your players had to say negatively, but that just proves it's a personal preference thing and not some objective broken mechanic or anything. So like EW said above, don't bother trying to force someone to play a game they don't like. Stick with the games they do like, otherwise you'll probably just end up building resentment to you. Especially a player who has so much vitriol towards a game like your player has towards 5e. I know if I had a player who kept trying to force me to play a version I don't like, I'd avoid that player.

In other words, there's nothing to fix here. If someone likes strawberry ice cream and hates chocolate, you won't find a magic tip or advice to get them to like chocolate--don't try to keep giving them chocolate.
 

It seems to me that they dislike the basic fundamentals of 5e's design. The things they state they like about Pathfinder are precisely what frustrated me with that system and 3.x, and the things they dislike are what appealed to me about 5e.

Fifteen years ago I'd probably agree with a lot of their criticisms coming off 1e and 2e, but it turns out that I don't dislike rules light systems. I just dislike ass-backwards mechanics and a DM vs player culture. Not that 5e is rules light, per se, it's just that it is in comparison to Pathfinder/3.x, which are so dense they may be candidates for Stephen Hawking's next book.

Personally, I no longer want every character choice to have an associated mechanic expressed in a book somewhere and listed on my character sheet with the associated bonus to my d20 roll. I love making things up that aren't in my book. I like being invested in the adventure and the roleplaying more than the character advancement and rewards. I like that it's less like a video game. I like that I don't need to dig through six different books to find the combination of mechanics that will define my character, and instead I have to make a character instead of a collection of an assortment of arbitrary combat abilities. I like that rewards generally reward the character, not the player. I don't need a carrot to play the game anymore. Not everybody is going to like that, however.

What other systems have you guys played? Did you try 4e at all? How about Savage Worlds? 13th Age? Fate?

I only ask that because I would say you only have a major problem if you're frustrated with or burned out on Pathfinder and are completely in love with 5e. Because then the DM wants to play one game and the players want to play another. I'd recommend a break from D&D for awhile, in that case. Try running something that's not traditional fantasy. Savage Worlds Deadlands is a blast.
 
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5E is not for everyone. People who are big into heavy crunch (lots of rules and options) are not going to like it in general. I've found that 3E players usually have the hardest time adapting to the 5E mindset, since it's furthest from their expectations of gaming. It's very close to AD&D (especially 2E), so they have it easiest time. It sounds like these guys play 3E/Pathfinder, and so it will be very hard, if not impossible, to show them the good in 5E.

You should probably consider dropping the matter with this group. If they like something, they will want to continue to play it. You need to either find another group that does like 5E, or continue to play 3E/Pathfinder. Continuing to persue this is probably futile, leading to arguments and hard feelings. A final, but very hard, option would be to find what aspects they like about 5E (if any) and houseruling them into their preferred game (advantage/disadvantage is easy to do, but other things could take a ton of work).
 

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