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<blockquote data-quote="Li Shenron" data-source="post: 9427487" data-attributes="member: 1465"><p>Interestingly, or not, I think the small bunch of rules in 5e which annoy me all do so at a gamist level, while no rule annoys me because of lack of realism.</p><p></p><p>1) <em>Guidance</em> cantrip originally annoyed me because it could be used over and over, not only because it meant too good compared to other cantrips but also because it would be really annoying to hear it cast every single time a PC is trying to do something, especially if you want to run adventures with lots of exploration <em>and</em> want dice resolution for them often. I learned to keep Guidance under check in a variety of ways, first of all not relying on checks too often (make player's ideas count more and often grant automatic success, or grant no check at all if they don't have any idea), and then also not allowing Guidance on longer tasks including lore checks.</p><p></p><p>2) <em>Druid armor/shield restrictions</em> bothered me because it is the only relic of past editions on ethical-based restrictions. 5e Paladins can be evil without losing powers, for example. A game with many characters being restricted by ethics is OK, a game without restriction is also OK, but a game where one single class has such restriction is not OK. However, because there is absolutely no penalty for failure defined, I just decided that nothing at all happens if a Druid PC chooses otherwise.</p><p></p><p>3) <em>Multiclassing ability score requirements</em> because they serve no good practical purpose 99% of the times, and serve an actual bad purpose 1% of the times to block players to have characters that are a bit less mainstream therefore slightly more interesting. I didn't do anything about this rule because none of my 5e players has ever been interested in multiclassing.</p><p></p><p>4) <em>Passive perception </em>is potentially the most annoying rule if enforced as in the DMG explanation about how to manage hidden doors and objects, because it totally removes randomness. If I want to remove randomness and have the PCs automatically find something hidden, then I don't even need this rule. But if I want the dice to decide at least sometimes whether something is found or not, this rule gets in the way. I generally just ignore all the DMG cr4p and use passive perception only when I say so, which is usually only in opposed checks but not against static DCs.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9427487, member: 1465"] Interestingly, or not, I think the small bunch of rules in 5e which annoy me all do so at a gamist level, while no rule annoys me because of lack of realism. 1) [I]Guidance[/I] cantrip originally annoyed me because it could be used over and over, not only because it meant too good compared to other cantrips but also because it would be really annoying to hear it cast every single time a PC is trying to do something, especially if you want to run adventures with lots of exploration [I]and[/I] want dice resolution for them often. I learned to keep Guidance under check in a variety of ways, first of all not relying on checks too often (make player's ideas count more and often grant automatic success, or grant no check at all if they don't have any idea), and then also not allowing Guidance on longer tasks including lore checks. 2) [I]Druid armor/shield restrictions[/I] bothered me because it is the only relic of past editions on ethical-based restrictions. 5e Paladins can be evil without losing powers, for example. A game with many characters being restricted by ethics is OK, a game without restriction is also OK, but a game where one single class has such restriction is not OK. However, because there is absolutely no penalty for failure defined, I just decided that nothing at all happens if a Druid PC chooses otherwise. 3) [I]Multiclassing ability score requirements[/I] because they serve no good practical purpose 99% of the times, and serve an actual bad purpose 1% of the times to block players to have characters that are a bit less mainstream therefore slightly more interesting. I didn't do anything about this rule because none of my 5e players has ever been interested in multiclassing. 4) [I]Passive perception [/I]is potentially the most annoying rule if enforced as in the DMG explanation about how to manage hidden doors and objects, because it totally removes randomness. If I want to remove randomness and have the PCs automatically find something hidden, then I don't even need this rule. But if I want the dice to decide at least sometimes whether something is found or not, this rule gets in the way. I generally just ignore all the DMG cr4p and use passive perception only when I say so, which is usually only in opposed checks but not against static DCs. [/QUOTE]
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