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Odd things in the rules that bug you?
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<blockquote data-quote="Bacon Bits" data-source="post: 8123408" data-attributes="member: 6777737"><p>Conceptually, this doesn't bother me. If a spear and shield work, so should a staff and spear. It shouldn't do the same damage, though. Spears are underpowered.</p><p></p><p>We've covered this before elsewhere, but the problem is that there isn't quite enough granularity. The weapons should be: truncheon/club, cane/bat/staff, quarterstaff, and greatclub. The trouble is that club is d4, mace is d6, quarterstaff is d6/d8, and greatclub is d8. Club is already unplayable compared to dagger, and greatclub being limited to d8 is very restrictive. Simply put there's not really a tremendously good reason for simple weapons to be worse than martial ones. Like I'm ready to discard that notion. I'd rather say that certain classes just get more interesting benefits from weapons.</p><p></p><p>I'm boggled by the fact that Crossbow Expert means that crossbows are both interior to bows and the weapon of choice for true ranged experts. It harms my suspension of disbelief everytime I think of it.</p><p></p><p>I'm boggled by how terrible standard human is. 3e worked so hard to make humans decent and then they put zero design effort in for 5e.</p><p></p><p>I'm boggled by darkvision's ubiquity. It's a bad mechanic that spoils how about 90% of DMs describe the world. Nobody plays quite right because the rules for lightly obscured are two steps away. Like a torch is as bright as a camp fire, and torches have 20' of bright light plus 20' of dim light. I can't imagine trying to read by the light of a camp fire 20' away.</p><p></p><p>I boggle on the warlock quite a bit:</p><p></p><p>Devil's sight is a stupid ability. It's either irrelevant or dominates an encounter with basically no room in between. It either never comes up or it's overpowering.</p><p></p><p>The ruling on eldritch blast and agonizing blast is awful. It's the only thing like that in the whole game, and it's so potent that it's all most warlocks ever do. It leaves the rest of the class shallow and sparse.</p><p></p><p>The ruling that the warlocks power explicitly has no debt or obligation or consequences feels so gamist that it's absurd. Here's a bunch of cool flavor and possible character hooks from making a Faustian bargain... except, nope, you just got power for nothing. That's what cosmic horrors, fairy courts, and literal demon and devil lords are famous for: consorting with mortals and <em>just giving them stuff for free with no strings attached</em>. Sorry, can't have the possibility that some DM might be mean to you by making your back story be relevant to the campaign!</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8123408, member: 6777737"] Conceptually, this doesn't bother me. If a spear and shield work, so should a staff and spear. It shouldn't do the same damage, though. Spears are underpowered. We've covered this before elsewhere, but the problem is that there isn't quite enough granularity. The weapons should be: truncheon/club, cane/bat/staff, quarterstaff, and greatclub. The trouble is that club is d4, mace is d6, quarterstaff is d6/d8, and greatclub is d8. Club is already unplayable compared to dagger, and greatclub being limited to d8 is very restrictive. Simply put there's not really a tremendously good reason for simple weapons to be worse than martial ones. Like I'm ready to discard that notion. I'd rather say that certain classes just get more interesting benefits from weapons. I'm boggled by the fact that Crossbow Expert means that crossbows are both interior to bows and the weapon of choice for true ranged experts. It harms my suspension of disbelief everytime I think of it. I'm boggled by how terrible standard human is. 3e worked so hard to make humans decent and then they put zero design effort in for 5e. I'm boggled by darkvision's ubiquity. It's a bad mechanic that spoils how about 90% of DMs describe the world. Nobody plays quite right because the rules for lightly obscured are two steps away. Like a torch is as bright as a camp fire, and torches have 20' of bright light plus 20' of dim light. I can't imagine trying to read by the light of a camp fire 20' away. I boggle on the warlock quite a bit: Devil's sight is a stupid ability. It's either irrelevant or dominates an encounter with basically no room in between. It either never comes up or it's overpowering. The ruling on eldritch blast and agonizing blast is awful. It's the only thing like that in the whole game, and it's so potent that it's all most warlocks ever do. It leaves the rest of the class shallow and sparse. The ruling that the warlocks power explicitly has no debt or obligation or consequences feels so gamist that it's absurd. Here's a bunch of cool flavor and possible character hooks from making a Faustian bargain... except, nope, you just got power for nothing. That's what cosmic horrors, fairy courts, and literal demon and devil lords are famous for: consorting with mortals and [I]just giving them stuff for free with no strings attached[/I]. Sorry, can't have the possibility that some DM might be mean to you by making your back story be relevant to the campaign! [/QUOTE]
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