D&D 5E Odd things in the rules that bug you?

Because you’re invisible?
So what? If I can hear you, ten feet away from me, I know where you are. I can throw rocks at you and probably hit you. If I’m an expert thrower or rocks at people, I can probably hurt you with a few throws. So, I can target you, but I have disadvantage. 🤷‍♂️

Likewise, it’s much easier for you to hide from me, but not guaranteed. Thus advantage on stealth.
 

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Because you’re invisible?
So someone shouting at the top of their lungs 5 ft away should be undetectable? Be hidden from a person you're grappling hugging? You could walk through one of those bead doors and no one would notice? Be standing in a pool of water?

There are a lot of situations where you can give away your position while you are unseen. I may not agree with everyone on how to handle invisibility (you need some way of detecting the person if you can't do it by sight). But there are many ways of knowing where someone is without seeing them.
 




Trance counting as long rest.
My players gripes. Moving through ally position is difficult terrain. Prone requiring half you movement. (This mainly monks.)
 

By that same token a strength sword and board melee character is somewhat bad.
I don't follow. Such a character would have a damage output very close to that of a strength-based greatsword user, which balances their slightly-higher AC.

Rogues and monks are strikers. They can't tank, and the only thing they can really do in combat is damage. The difference between 1d8+0 and 1d8+5 is significantly greater than the difference between 1d8+5 and 2d6+5. I suppose it isn't as big of a deal for rogues, if we expect they can perform a sneak attack every round forever; but it's even more of an issue for monks, who scale by number of attacks.
 

Thing about weapon users needing different ability scores is casters usually don't.

That could easily be addressed either by separating the ability scores for spells known and save DCs or by just giving non casters extra ability score points.
 

I don't follow. Such a character would have a damage output very close to that of a strength-based greatsword user, which balances their slightly-higher AC.

They won't have access to GWM so damage would be a bit behind a greatsword user and a dex sword and board fighter has better initiative, ranged options, and skill choices.

The popularity of the dexadin points to how backwards the system is - at the very least a rapier should have been a 1d6 and light (yes, that just makes it a shortsword - they don't both need to be in the game).

I suppose it isn't as big of a deal for rogues, if we expect they can perform a sneak attack every round forever; but it's even more of an issue for monks, who scale by number of attacks.

That they designed in to the game. If there was a monk-specific problem, it should have had a monk-specific solution. Instead strength is a dump stat for many (perhaps most) melee characters. That's weird; and with the way acrobatics works, having a 10 strength and/or no proficiency in athletics isn't even a detriment when facing grapplers but for a handful of oddly worded monster statblocks.

Compare with the negatives of dumping dexterity - thus, strength sword and board builds are "bad" because they are inherently worse at all the many things a dex build allows and no better at others.

The best thing going for a strength build is (possibly) early AC, but soon enough even that one point of advantage doesn't matter so much (and at early levels, getting that suit of plate is damn expensive).

I think making dexterity a viable route is a good thing - but they've made it the best option in most cases.
 

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