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What are the "True Issues" with 5e?
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<blockquote data-quote="Oofta" data-source="post: 9103797" data-attributes="member: 6801845"><p>Some of the things have easy fixes. If the group has too much gold, don't hand out as much gold. Shocking I know. The gold coin standard (it should have been silver all along) has always been with us. Similar with the number of encounters, I use the gritty rest rules and simply don't set up scenarios where they can take a long rest every time they want one.</p><p></p><p>My complaints are different</p><ul> <li data-xf-list-type="ul">Lack of prices for magic items in the DMG. Make clear it's optional but for those of us who want it, and want to give people something to spend their gold on.</li> <li data-xf-list-type="ul">More high level monsters that are not liches (there's at least a half dozen copy/pastes of the lich with a different label) that are also not huge or larger. A monster shouldn't have to be the size of a 747 to be scary.</li> <li data-xf-list-type="ul">There are some spells that are just <em>boring. </em>Things like counterspell, banish, even some low level spells like heat metal.</li> <li data-xf-list-type="ul">The layout of the DMG is pretty bad, they spend way too much page count on things like the planes which could really be it's own separate book on world building.</li> <li data-xf-list-type="ul">Minimal support for high level campaigns. </li> <li data-xf-list-type="ul">The wording is <em>so</em> clunky sometimes. Take the Sculpt Spell ability for evocation spells: "<em>The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.</em>" Instead of something simple like "<em>Evocation spells don't damage creatures you choose.</em>"</li> <li data-xf-list-type="ul">The monster design section in the DMG doesn't seem to match any of the monsters published in any book. </li> </ul><p>The problem is that a lot of the issues were baked into D&D decades ago, so there's not going to be radical changes across the board. Fixing the assumption of number of fights between long rests is too baked in now to make a difference. I'm not sure it would help anyway. </p><p></p><p>My suggestions, which are mostly things to add to the DMG (and one MM):</p><ul> <li data-xf-list-type="ul">Give us a better optional resting system. Perhaps something along the lines of arcane recovery for all classes that rely on long rest recovery. Give people something back after an overnight rest, just not everything. </li> <li data-xf-list-type="ul">Give guidance on how to balance out magical items and gold. If you aren't building keeps, you don't need as much gold. This should only be a general guideline since every campaign is different, I don't want a repeat of "You should have +X items at level Y".</li> <li data-xf-list-type="ul">Betters support for high level campaigns by providing guidelines for creating higher level PCs. Goes hand-in-hand with the previous point.</li> <li data-xf-list-type="ul">Some high level humanoids NPCs in the MM that aren't liches. Heck, throw us a bone and have some that are not dedicated spellcasters. I just did an upgraded lord of blades for my 20th level game, it worked just fine with only a couple of spells reflavored as supernatural powers.</li> </ul><p>I'm sure I'd have more if I thought about it more. Unfortunately there is no such thing as perfect design and the 5 minute work day has pretty much always been with us.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9103797, member: 6801845"] Some of the things have easy fixes. If the group has too much gold, don't hand out as much gold. Shocking I know. The gold coin standard (it should have been silver all along) has always been with us. Similar with the number of encounters, I use the gritty rest rules and simply don't set up scenarios where they can take a long rest every time they want one. My complaints are different [LIST] [*]Lack of prices for magic items in the DMG. Make clear it's optional but for those of us who want it, and want to give people something to spend their gold on. [*]More high level monsters that are not liches (there's at least a half dozen copy/pastes of the lich with a different label) that are also not huge or larger. A monster shouldn't have to be the size of a 747 to be scary. [*]There are some spells that are just [I]boring. [/I]Things like counterspell, banish, even some low level spells like heat metal. [*]The layout of the DMG is pretty bad, they spend way too much page count on things like the planes which could really be it's own separate book on world building. [*]Minimal support for high level campaigns. [*]The wording is [I]so[/I] clunky sometimes. Take the Sculpt Spell ability for evocation spells: "[I]The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.[/I]" Instead of something simple like "[I]Evocation spells don't damage creatures you choose.[/I]" [*]The monster design section in the DMG doesn't seem to match any of the monsters published in any book. [/LIST] The problem is that a lot of the issues were baked into D&D decades ago, so there's not going to be radical changes across the board. Fixing the assumption of number of fights between long rests is too baked in now to make a difference. I'm not sure it would help anyway. My suggestions, which are mostly things to add to the DMG (and one MM): [LIST] [*]Give us a better optional resting system. Perhaps something along the lines of arcane recovery for all classes that rely on long rest recovery. Give people something back after an overnight rest, just not everything. [*]Give guidance on how to balance out magical items and gold. If you aren't building keeps, you don't need as much gold. This should only be a general guideline since every campaign is different, I don't want a repeat of "You should have +X items at level Y". [*]Betters support for high level campaigns by providing guidelines for creating higher level PCs. Goes hand-in-hand with the previous point. [*]Some high level humanoids NPCs in the MM that aren't liches. Heck, throw us a bone and have some that are not dedicated spellcasters. I just did an upgraded lord of blades for my 20th level game, it worked just fine with only a couple of spells reflavored as supernatural powers. [/LIST] I'm sure I'd have more if I thought about it more. Unfortunately there is no such thing as perfect design and the 5 minute work day has pretty much always been with us. [/QUOTE]
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