D&D (2024) Rules that annoy you

Yep, but there are limits to the things you can customize on the sheet. I'm not sure attunement slots is one of them. As I said, the easiest work-around is probably just to make a duplicate magic item that doesn't require attunement if you want to allow PCs to have more than the default 3 and you want the DDB sheet to be able to account for any benefits from the extra magic items.
The easiest workaround is to get your players to use paper character sheets even when playing online. :)
 

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If Charisma let you weasel out of thinks like charm or suggestion, that might make sense, but what in the heck does Charisma have to do with being banished from this plane of existence? It literally feels like Charisma is for saves that literally don't make sense for anything else!
If one thinks of Chairsma as partly representing strength of spirit (or soul, whatever) then the banishment piece makes a ton of sense.
 


Per the playtest. "The entity is a voice in the shadows — its identity unclear".

That's still be a powerful entity. They just don't reveal themselves until they have you in their grasp. (Too many hexblade dips taught them not to reveal themselves too soon 😉)

It might be fun to wait till you hit level 3, and then roll a d4 to see what kind patron you got.

You made a deal, but was it with an angle or devil?


Also, it allows for "wide spectrum of Fey". So you can optionally accumulate power as you make more and more contracts.
For me it sounds like isntead of having clear idea what kind of NPC will be recurring in the game and being able to shape the plot in accordance with player actions, now I will have to waste two levels being coy or setting things up, only for the player to never commit past level 2 or ignore everything I've set up for them or foreshadowed because they're making a build and don't care patron they need is impossible in a setting - something we could nip in the bud MUCH earlier in previous setup.

Also, this is another flavor fail since now all these entities that were once patrons can be screwed over by PC never comitting. it literally destroys roleplay opportunitties so the player can feel better and claim they didn't make a real contract, they "outsmarted" the patron.
don’t care, rituals make it too easy now, there was a reason why you needed a spell slot in the past, utility also should come at a price
Then you are ending in a game where playing a caster means doing a lot of chores and busywork the players clearly do not care for. It feels like this exists solely to appease nostalgia for type of game d&d no longer is for and, honestly, I doubt it ever was - it's the kind of tasks that were probably there with encoumberance - no one was using them even if they were heavily emphasized in the rules.
 

its the same rationale as wisdom, "so wait the stat that gives me great eyesight and hearing also makes me crazy intuitive as well?"

Its just the price you pay when you condense the entirety of a characters existance to 6 numbers.
I'm not arguing your point, you're absolutely correct. Nor am I attacking your analogy, but the way I view Wisdom, it doesn't affect your senses at all. Unless you have a special trait, I assume all PC's have the same sensory package. The difference is, as Sherlock Holmes puts it, people often see events happen around them, but they do not observe those events, understanding their relevance and importance. So my view on Wisdom is simply that a Wise character is better at processing sensory data than someone who is less Wise.
 

For me it sounds like isntead of having clear idea what kind of NPC will be recurring in the game and being able to shape the plot in accordance with player actions, now I will have to waste two levels being coy or setting things up, only for the player to never commit past level 2 or ignore everything I've set up for them or foreshadowed because they're making a build and don't care patron they need is impossible in a setting - something we could nip in the bud MUCH earlier in previous setup.

Also, this is another flavor fail since now all these entities that were once patrons can be screwed over by PC never comitting. it literally destroys roleplay opportunitties so the player can feel better and claim they didn't make a real contract, they "outsmarted" the patron.
How? If anything, it creates roleplaying opportunities! If you're the DM, and you've got a player whose PC is thumbing their nose at their would-be warlock patron, have the patron send their minions after them! Bring the "outsmarting" into play. Don't just throw your hands up in disgust and walk away from it!

You also talk about nipping things in the bud earlier. Firstly, we're talking about levels 1 and 2, which the 5e designers deliberately made to be the training wheels / tutorial levels that shouldn't last more than a session or two. The 2024 PHB even recommends that more experienced players start at level 3!

Secondly, you can easily nip this sort of thing in the bud during session 0. If one of your players indicates they want to play a warlock, talk to them. Find out what they're thinking. If they intend to go at least to level 3 and make a pact with a patron, great! You can start foreshadowing that from session 1. If they're not sure or make it clear they just want to dip into warlock (either at first or later on), then you don't have to "waste" your time building up to something that the player would rather avoid.
 
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Then you are ending in a game where playing a caster means doing a lot of chores and busywork the players clearly do not care for. It feels like this exists solely to appease nostalgia for type of game d&d no longer is for and, honestly, I doubt it ever wa
you are either doing them either way, or you consider your spell slots too valuable to continue doing them. Either one is an improvement. It exists to reign in the caster dominance, and that is a worthwhile goal
 

The problem with caster dominance, IMO, isn't that the casters have too much power. It's that there are things that only casters can accomplish, which I feel has only accelerated the trend towards making more and more "magical" character options available. It's been like this for quite awhile- I recall a lot of 3e character advice towards players being "you really want to have magic if you can get it" because it's always been the designers go-to for the bulk of utility and abilities that can affect the narrative of the game.

Removing magical options might improve the game for some, but I think it's very evident that magical options are popular among D&D players. So rather than attempt to make playing a caster more obnoxious to the player, I think we shouldn't be siloing abilities to magic users and "supernatural" characters in the first place.

If someone doesn't want to play a strict magic user, more advanced tools, alchemical items, and even inexpensive consumable magic items could be added to supplement the existing toolkit of so-called "mundane" characters- smoke bombs, flash powder, bombs, lock destroying charges, listening cones, sunrods, potion injectors, clockwork toys that can set off traps, healing poultices, surgical tools, oil that prevents creatures from detecting you from scent, camouflage that lets you hide in plain sight, or even foil darkvision- all of these and more have existed in the past of D&D, and if brought back, could make it so that magic isn't always the answer to problems.
 

Also, this is another flavor fail since now all these entities that were once patrons can be screwed over by PC never comitting. it literally destroys roleplay opportunitties so the player can feel better and claim they didn't make a real contract, they "outsmarted" the patron.
Not sure why you couldn't still have the patron demand attention.

On the flip side, no other class has to deal with it either.
 


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