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D&D 5E The Biggest Issue in 5E

What is the biggest issue in 5E design?

  • Ability Scores

    Votes: 0 0.0%
  • Actions

    Votes: 1 0.8%
  • Artwork

    Votes: 1 0.8%
  • Classes: Balance

    Votes: 7 5.5%
  • Classes: Variety

    Votes: 4 3.1%
  • Combat Speed

    Votes: 22 17.3%
  • Default Setting

    Votes: 0 0.0%
  • Equipment

    Votes: 1 0.8%
  • Experience

    Votes: 0 0.0%
  • Feats

    Votes: 0 0.0%
  • Game Balance

    Votes: 7 5.5%
  • Game Compatability

    Votes: 10 7.9%
  • Game Design

    Votes: 26 20.5%
  • Game Style

    Votes: 14 11.0%
  • Healing

    Votes: 3 2.4%
  • Hit Points

    Votes: 5 3.9%
  • Magic Items

    Votes: 0 0.0%
  • Mathematics

    Votes: 3 2.4%
  • Monsters

    Votes: 0 0.0%
  • Open Gaming License

    Votes: 8 6.3%
  • Powers

    Votes: 3 2.4%
  • Psionics

    Votes: 1 0.8%
  • Races

    Votes: 0 0.0%
  • Save Throws

    Votes: 2 1.6%
  • Skills

    Votes: 3 2.4%
  • Software

    Votes: 1 0.8%
  • Spells

    Votes: 5 3.9%

I put in for game compatibility because:

I can make combat as fast or as slow as I want by making it like edition X.

I can use just about any race or class from edition X.

I can use feats or skills, just like edition X.

The game is balanced, just like edition X.

And so on.
 

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Other : Playtesting

Given how modular and complicated the system is supposed to be one of my biggest fears is that it will end up having a HUGE number of problems out of the box. Sure, the BASE system will work but it will completely break at 4th level when Module 3 is combined with Module 5

A significant part of my concern is that they'll only release the core system (and maybe a couple of modules) for playtest, leaving the subsequent modules for later (and untested) books.

That's a good concern. I hope/suspect that the first books will contain a set of fairly well-tested modules that they think recapture various "playstyles". However, I too worry that later products with modules in them won't receive the same careful treatment.
 

Man, tough one... My mouse hovered over Game balance, but one way or another playtest will clean that up. Skills, as important as they are to me, I can make a house rule if needed. Default setting neutrality is important, but I'll make it work if it's not. Ultimately, the one thing I cannot control in my home games, is the most important one, third party products. I want them. It keeps the environment interesting. So I voted OGL.
 


For me, the biggest issue is Game Style. I can balance classes, change mechanics, etc, but if the game doesn't play in the style I want, I can't fix that, short of overhauling the entire ruleset.
 

For me, the biggest issue is Game Style. I can balance classes, change mechanics, etc, but if the game doesn't play in the style I want, I can't fix that, short of overhauling the entire ruleset.
Ditto.

"Game Design" and "Game Balance" both smack of rules to me, and I really don't think that's the key. It has to feel like D&D to people, and that (to me) is a "style" thing.
 

I voted for "Combat Speed", because that is by far my biggest issue with 4e.

However, for me the biggest issue is complexity. For some years, I've been finding the math of 3e to be more and more of a chore - I love playing the game, but dealing with all these irritating little modifiers all over the place is a major hassle (even in a Core Rules Only game).

Meanwhile, the other D&D DM in our group has just moved his FR game away from 4e because of the sheer weight of the rules - he got sick of dealing with themes, and classes, and races, and feats, and powers, and... That was a major shock, as previously he had been the biggest booster of 4e that I knew.

So, with 5e, it's really important that the game not become any more complex, and indeed it should aim to become significantly less complex. (My rule of thumb - if the game can't be boiled down so that everything you need to run a satisfying campaign can't be fit into a single 250ish page book, it's too complex.)

And that's a really tall order. Worse, since modular designs are inherently more complex than the same game with the options "baked in", it's even more of a challenge. I wish them every success... but I'll be astonished if they pull it off.
 

Combat speed is one of the biggest failings of 3e, PF and 4e. It's a part of the larger issue of complexity.

Other than that: healing/hit points, class variety, magic (spells and items) and skills are important to me. Pretty much everything falls under game design, except OGL which would be a big plus.
 

I think saving throws - especially in relation to save or die effects and static defenses versus saving throws - is the biggest issue/faultline in 5th ed. Other big issues like at will powers and healing surges can be more easily accommodated by optional modules but defenses seem to me be too baked in to easily satisfy everyone.
 

Game balance for sure. I like it that Bards and Thieves are as powerful and versatile as Wizards and Fighters in the Fourth Edition. I like it that every race and class is good and fun and most importantly effective to play.
 

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