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Things I like and dislike about 5e...
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<blockquote data-quote="Celtavian" data-source="post: 6585506" data-attributes="member: 5834"><p>It does feel like D&D again. The only edition of D&D I haven't liked is 4E. I don't have a favorite. I've had fun with every edition I've played. Fun has more to do with the friends I play with and how each character I make or adventure I run plays out. I've been able to make enjoyable characters and adventures with every edition I played from the red box set to now.</p><p></p><p></p><p></p><p>Backgrounds are cool. I allow ample customization.</p><p></p><p>Things I have issues with:</p><p></p><p></p><p></p><p>I don't mind the way skills are done. They way 5E handles skill checks, you only need skill checks when the DM deems it important. You don't need a complex skill system to handle the occasional check. I like that bards and rogues stand tall as the ultimate skill masters. </p><p></p><p></p><p></p><p>Certain feats are very desirable. Others not so much. After the first stat boost, certain feats are more desirable like Great Weapon Mastery or Sharpshooter.</p><p></p><p></p><p></p><p>Darkvision is a lot to give up for a feat. If you play in a game where lighting doesn't matter, darkvision is no big deal. In a game where the DM uses lighting as part of the environment like I do, not having Darkvision is a big deal. It leads to getting ambushed a ton. If someone snuffs your light source in a dungeon, you're in a lot of trouble against creatures with Darkvision. It's very hard to stealth with an active light source in dungeons with creatures with darkvision that see an active light source as a flashing neon sign saying "Enemy with no Darkvision." They snuff your light and you're dead meat. </p><p></p><p>I think humans are like 3E humans. Some like the feat and hope the lack of Darkvision is a minor inconvenience. Others find out Darkvision is a huge advantage to any race that has it. I use it to my advantage against creatures without it. </p><p></p><p></p><p>I like the game for the most part. I miss the customization options of 3E. You could do a lot with that system with a character. I don't like it more than the easy playing 5E. The character's are interesting, but not overly complex.</p><p></p><p>I like encounter design. The incorporation of lairs as active entities is very cool. I like legendary actions and the ability to make monster tactics individualized and interesting in ways that surprise players. </p><p></p><p>I very much like that magic had some of its power returned. I'm not a fan of balance trumping genre conventions. Magic should be powerful, more powerful than swinging a sword. It should be able to do things that no one can come close to accomplishing with mundane means. It's back in that position. </p><p></p><p>Some things I dislike or am not sure about:</p><p></p><p>Legendary Resistance: Seems to go overboard neutering magic. They incorporated the kitchen sink to limit magic. Magic resistance that gives advantage against spell attacks, immunities to many conditions caused by magic, damage resistance and a save against magical damage that can't be bypassed, immunity to spells, bounded saving throws and high stats and saves to many end game creatures, all of it topped off with legendary resistance for the very rare chance that an end game creatures misses a save for a round. It makes affecting a creature in an end game encounter nearly impossible. That isn't very fun as a caster.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6585506, member: 5834"] It does feel like D&D again. The only edition of D&D I haven't liked is 4E. I don't have a favorite. I've had fun with every edition I've played. Fun has more to do with the friends I play with and how each character I make or adventure I run plays out. I've been able to make enjoyable characters and adventures with every edition I played from the red box set to now. Backgrounds are cool. I allow ample customization. Things I have issues with: I don't mind the way skills are done. They way 5E handles skill checks, you only need skill checks when the DM deems it important. You don't need a complex skill system to handle the occasional check. I like that bards and rogues stand tall as the ultimate skill masters. Certain feats are very desirable. Others not so much. After the first stat boost, certain feats are more desirable like Great Weapon Mastery or Sharpshooter. Darkvision is a lot to give up for a feat. If you play in a game where lighting doesn't matter, darkvision is no big deal. In a game where the DM uses lighting as part of the environment like I do, not having Darkvision is a big deal. It leads to getting ambushed a ton. If someone snuffs your light source in a dungeon, you're in a lot of trouble against creatures with Darkvision. It's very hard to stealth with an active light source in dungeons with creatures with darkvision that see an active light source as a flashing neon sign saying "Enemy with no Darkvision." They snuff your light and you're dead meat. I think humans are like 3E humans. Some like the feat and hope the lack of Darkvision is a minor inconvenience. Others find out Darkvision is a huge advantage to any race that has it. I use it to my advantage against creatures without it. I like the game for the most part. I miss the customization options of 3E. You could do a lot with that system with a character. I don't like it more than the easy playing 5E. The character's are interesting, but not overly complex. I like encounter design. The incorporation of lairs as active entities is very cool. I like legendary actions and the ability to make monster tactics individualized and interesting in ways that surprise players. I very much like that magic had some of its power returned. I'm not a fan of balance trumping genre conventions. Magic should be powerful, more powerful than swinging a sword. It should be able to do things that no one can come close to accomplishing with mundane means. It's back in that position. Some things I dislike or am not sure about: Legendary Resistance: Seems to go overboard neutering magic. They incorporated the kitchen sink to limit magic. Magic resistance that gives advantage against spell attacks, immunities to many conditions caused by magic, damage resistance and a save against magical damage that can't be bypassed, immunity to spells, bounded saving throws and high stats and saves to many end game creatures, all of it topped off with legendary resistance for the very rare chance that an end game creatures misses a save for a round. It makes affecting a creature in an end game encounter nearly impossible. That isn't very fun as a caster. [/QUOTE]
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