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What 5e got wrong
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<blockquote data-quote="Zardnaar" data-source="post: 6795857" data-attributes="member: 6716779"><p>To the OP that is nmore or less D&D as the 6 ability scorething is a sacred cow IHO that makes it D&D. Things 5E actually got wrong IMHO.</p><p></p><p>1. The saving throw system. 6 saves when 3 of them really only matter that much and 1 of them is barely used. Some classes have good basic saves (str/con) and other classes have meh saves (int/wis). IN effect your saves often get worse as you level up relative to the Cs as well.</p><p></p><p>2. The encounter building rules and the 2 short rest assumption and 6-8 encounters assumptions. Makes the game grindy.</p><p></p><p>3. The healing rate. Partly related to 2 but there is to much healing in this game combined with easy monsters. Makes the game a bit boring and 5E is crap at doing things like hex crawls or exploration games in the wilderness.</p><p></p><p>4. Subclass design. There are a few stinkers in the game.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6795857, member: 6716779"] To the OP that is nmore or less D&D as the 6 ability scorething is a sacred cow IHO that makes it D&D. Things 5E actually got wrong IMHO. 1. The saving throw system. 6 saves when 3 of them really only matter that much and 1 of them is barely used. Some classes have good basic saves (str/con) and other classes have meh saves (int/wis). IN effect your saves often get worse as you level up relative to the Cs as well. 2. The encounter building rules and the 2 short rest assumption and 6-8 encounters assumptions. Makes the game grindy. 3. The healing rate. Partly related to 2 but there is to much healing in this game combined with easy monsters. Makes the game a bit boring and 5E is crap at doing things like hex crawls or exploration games in the wilderness. 4. Subclass design. There are a few stinkers in the game. [/QUOTE]
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