Thanks everyone for the replies.
First things first: No, Ulktar did not see the bad guy coming. Lizard guy simply popped up out of murky water, at night time, right next to our fighter. As was mentioned, the enemy did not have to travel through Ulktar's attack zone, so I was skeptical of his ability to get in an AoO.
So yes, house rules. i agree that many of my issues with 5e can be easily addressed via house rules...IF...I were DM. But I'm not, and thus far our DM is playing it pretty much as written. And I agree with his choice to do so. Even if I were DMing, I think I'd want to give the system a fair chance as written. As someone pointed out, we've played less than ten sessions, and have only reached 4th level. It's a little early to start tinkering just yet, IMO. I think the only think I would do straight away is allow for the possibility to lose your dex bonus to AC under certain circumstances. Other than that, i'm happy to let things play out and see how we feel about it by, say, level 10 or so.
As far as the world as presented being pretty low magic (items), maybe those of you who swear that there are plenty of items to be found will be proven correct. All I'm saying is that, so far, the official starter adventure has been darn stingy.
And yes, I get that we want magic items to be wondrous and rare and much appreciated. I've been hearing that song for 33 years, and I agree with it for the most part. But in earlier editions it was assumed that a PC would have a certain amount of items to supplement his power, not to mention that magic items are freaking fun! I'm not asking for magical swords and wands to fall out of the sky, and I can live without magic shops, but I really do believe that items are an intrinsic part of the game. They keep players interested and, if you're allowed to purchase one now and again, it gives you something to spend your gold on.
And magic item creation was only as broken in 3e as you allowed it to be. Most players didn't have the patience for it, IME, but I certainly did. I was very fortunate to have a DM at the time who was not afraid to let me craft items, and it worked out surprisingly well. She compensated by scaling back the number of found items. Also it made for some very nice role playign moments. For example, our party's human ranger feel in love with the halfling rogue, and the two of them got married. As a wedding gift I crafted an amulet that allowed the rogue to enlarge herself to human size for a period of time to better facilitate... ahem... intimacy. In fact, i made as many items for other party members as I ever did for myself. That, and the cost in time, gold, and xp was a very real factor. I never had enough time, and even resorted to traveling to different planes where the time flow was different in order to craft since our DM kept us on the go, what with saving the world and all. I never seemed to have quite enough gold, and don't even get me started on the xp hit. Oh, and it cost feat slots too. My point it, for our group, it worked, and because I had crafted the items and had poured my own xp into them they were even more special than anything we found.
But anyway, I'm not here to convince anyone that my way is the only way.
What I think my issues with 5e really come down to is, is 5e made by Hasbro to appeal to the broadest possible spectrum and lowest common denominater to make the maximum amount of profit, or is it a game made by gamers for gamers? I think the answer is probably a little bit of both. There is no doubt that there are many things to like about the system. There's an elegance to much of it that I am really drawn to, and I look forward to delving deeper into it. Even things that I'm not so crazy about, like concentration, may win me over as time moves on and I gain more experience with them. For that matter, it's the player in me that doesn't like concentration. The DM side of me LOVES it! So yes, I'm looking forward to seeing what 5e can really do as we gain levels.
So here's another rules question: The Identify spell still requires the ever standard 100gp pearl, but then I noticed that it doesn't say that the spell consumes the pearl! Can this be true, that the pearl is a one time expenditure? If that's the case, then come here, 5e, and let me give you a big old hug!
First things first: No, Ulktar did not see the bad guy coming. Lizard guy simply popped up out of murky water, at night time, right next to our fighter. As was mentioned, the enemy did not have to travel through Ulktar's attack zone, so I was skeptical of his ability to get in an AoO.
So yes, house rules. i agree that many of my issues with 5e can be easily addressed via house rules...IF...I were DM. But I'm not, and thus far our DM is playing it pretty much as written. And I agree with his choice to do so. Even if I were DMing, I think I'd want to give the system a fair chance as written. As someone pointed out, we've played less than ten sessions, and have only reached 4th level. It's a little early to start tinkering just yet, IMO. I think the only think I would do straight away is allow for the possibility to lose your dex bonus to AC under certain circumstances. Other than that, i'm happy to let things play out and see how we feel about it by, say, level 10 or so.
As far as the world as presented being pretty low magic (items), maybe those of you who swear that there are plenty of items to be found will be proven correct. All I'm saying is that, so far, the official starter adventure has been darn stingy.
And yes, I get that we want magic items to be wondrous and rare and much appreciated. I've been hearing that song for 33 years, and I agree with it for the most part. But in earlier editions it was assumed that a PC would have a certain amount of items to supplement his power, not to mention that magic items are freaking fun! I'm not asking for magical swords and wands to fall out of the sky, and I can live without magic shops, but I really do believe that items are an intrinsic part of the game. They keep players interested and, if you're allowed to purchase one now and again, it gives you something to spend your gold on.
And magic item creation was only as broken in 3e as you allowed it to be. Most players didn't have the patience for it, IME, but I certainly did. I was very fortunate to have a DM at the time who was not afraid to let me craft items, and it worked out surprisingly well. She compensated by scaling back the number of found items. Also it made for some very nice role playign moments. For example, our party's human ranger feel in love with the halfling rogue, and the two of them got married. As a wedding gift I crafted an amulet that allowed the rogue to enlarge herself to human size for a period of time to better facilitate... ahem... intimacy. In fact, i made as many items for other party members as I ever did for myself. That, and the cost in time, gold, and xp was a very real factor. I never had enough time, and even resorted to traveling to different planes where the time flow was different in order to craft since our DM kept us on the go, what with saving the world and all. I never seemed to have quite enough gold, and don't even get me started on the xp hit. Oh, and it cost feat slots too. My point it, for our group, it worked, and because I had crafted the items and had poured my own xp into them they were even more special than anything we found.
But anyway, I'm not here to convince anyone that my way is the only way.
What I think my issues with 5e really come down to is, is 5e made by Hasbro to appeal to the broadest possible spectrum and lowest common denominater to make the maximum amount of profit, or is it a game made by gamers for gamers? I think the answer is probably a little bit of both. There is no doubt that there are many things to like about the system. There's an elegance to much of it that I am really drawn to, and I look forward to delving deeper into it. Even things that I'm not so crazy about, like concentration, may win me over as time moves on and I gain more experience with them. For that matter, it's the player in me that doesn't like concentration. The DM side of me LOVES it! So yes, I'm looking forward to seeing what 5e can really do as we gain levels.
So here's another rules question: The Identify spell still requires the ever standard 100gp pearl, but then I noticed that it doesn't say that the spell consumes the pearl! Can this be true, that the pearl is a one time expenditure? If that's the case, then come here, 5e, and let me give you a big old hug!
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