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What 5e got wrong
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<blockquote data-quote="overbyte" data-source="post: 6811106" data-attributes="member: 6813023"><p>I think 5e got several things wrong, but did a LOT more right. </p><p></p><p>I think DM's have to work too hard to properly attrition players down. The DMG recommends a day having something like 6-8 fights, which in my opinion is nuts. </p><p></p><p>Sorcerers just don't quite fit in right. They're not unique enough, in my opinion, and probably should have just been scrapped. </p><p></p><p>The XP table is just flat out screwed up. Basically no one uses it and everyone goes by milestones. If you don't, it's ... well, it sucks. You fly up the table. </p><p></p><p>The feats are not balanced, and really needed some more passes before being pulled into the PHB. Some of them are just broken. </p><p></p><p>A 4d6 stat roll system can easily set you up with low level characters that can be game-breakingly strong in a system where you get ASI's every 4 levels. The point buy system they came up with is, actually, quite excellent. I'd recommend everyone use point buy as the default in 5e. It makes the decision of "feat vs ASI" much more meaningful. </p><p></p><p>Also, I think the game has way too much healing. Overnight healing to 100%, as well as the ability to recover all your HD+CON in an hour is like giving a party two full heals in a day before they touch their healing potions or spells. There's no resource management. I'm not advocating 1e/2e days of 1hp/day, or 3e days of 1hp/level/day, but I think something in-between would have been more reasonable. I think it would have made sense if they made healing potions a little more expensive, and made healing a little less accessible. Then players would have some decent gold sinks (healing potions and healing services!), at least in early game.</p></blockquote><p></p>
[QUOTE="overbyte, post: 6811106, member: 6813023"] I think 5e got several things wrong, but did a LOT more right. I think DM's have to work too hard to properly attrition players down. The DMG recommends a day having something like 6-8 fights, which in my opinion is nuts. Sorcerers just don't quite fit in right. They're not unique enough, in my opinion, and probably should have just been scrapped. The XP table is just flat out screwed up. Basically no one uses it and everyone goes by milestones. If you don't, it's ... well, it sucks. You fly up the table. The feats are not balanced, and really needed some more passes before being pulled into the PHB. Some of them are just broken. A 4d6 stat roll system can easily set you up with low level characters that can be game-breakingly strong in a system where you get ASI's every 4 levels. The point buy system they came up with is, actually, quite excellent. I'd recommend everyone use point buy as the default in 5e. It makes the decision of "feat vs ASI" much more meaningful. Also, I think the game has way too much healing. Overnight healing to 100%, as well as the ability to recover all your HD+CON in an hour is like giving a party two full heals in a day before they touch their healing potions or spells. There's no resource management. I'm not advocating 1e/2e days of 1hp/day, or 3e days of 1hp/level/day, but I think something in-between would have been more reasonable. I think it would have made sense if they made healing potions a little more expensive, and made healing a little less accessible. Then players would have some decent gold sinks (healing potions and healing services!), at least in early game. [/QUOTE]
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