That a longbow only needs dex to use. Traditional longbows took so much strength that it deformed the skeletons of trained archers, draw weights of 150 pounds or more were common.
I think the assumption here (and like most assumptions the game makes, it's probably a bad/unrealistic assumption) is that enough adventurers
are at the level of strength needed to fully draw a longbow long enough to get an effective shot (or several) off with one. After all, when someone with a Strength of
5 can technically lift, pull, or push 150 pounds around for extended periods (at heavily reduced speeds), it's not too much of a stretch to say that same individual could- in short, likely adrenaline fueled bursts- manage to reasonably reliably get 150 pound draws.
That if you can get your AC high enough that someone needs a natural 20 to hit, they either crit you or miss. Bugs the hell out of me.
I remember in one of the last playtests, they had it so that natural 20's always hit but the attacker still had to meet your AC in order to critically hit. When I finally figured out that they changed that to the way it stands now, I'll admit I was a bit bugged out by it, but eventually managed to accept it.
My issue is still the class system and being able to go Barbarian to Wizard with no training
Any training necessary to go from one class to another (or even to advance in the class(es) you already have) is assumed to be happening during adventures and downtime.
Can't we just have "armor/no armor" and let the class decide what our AC is supposed to be?
Same with weapons... Do we really need to know that greataxe is d12, but maul is 2d6? Just assign a damage dice based on the class, let the players decide what their weapons looks like.
No thank you. I wouldn't mind classes giving bonuses to using certain armors/weapons or even minimum stats for a given armor/weapon, but straight up defining AC and weapon damage? That's going to be a 'nope' from me.
You can't improve life skills without getting better at combat or finding magic items. Want to blacksmith? You need to level to improve your proficiency, feats, or ASI. You can't just blacksmith and get better.
You could; the DM would just have to come up with rules for creating non-adventuring player characters, as those currently don't exist.
While it might be fair to require a feat tax to allow focusing on just one stat, feats aren't part of the core game in 5E, so they can't use that as a solution. And without that, it would be a trap.
This reminds me, feats and multiclassing being declared as
optional rules bugs me more than anything else in the game, both because it means they aren't truly fully considered when gauging the balance of classes and other features and because it means I'm effectively stuck to playing one (well, supposedly two when Tasha's drops) races for any concept that only works if I start with a specific one.
The Banishment spell. The CHA save is weird enough, although we could probably start an entire thread on which saving throws make more sense for what, but what bugs me is the character being incapacitated. Why? They're already removed from the encounter, why can't they take any actions where they are? Buff, heal, explore, ready an action? Nope, you just lose your turn because that's fun. Sure I could come up with a narrative reason, but it just makes for boring gameplay.
Because having the creature be able to dispel your banishment spell or nullify it through some other means (like plane shift) to come right back defeats the purpose.