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What are the "True Issues" with 5e?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9103878" data-attributes="member: 18"><p>The underlying issue with a lot of what is wrong with 5E, which sadly seems to be being repeated rather than fixed with 2024, is that aside from the bounded-accuracy mechanics, the entire game seems to have been extremely rushed, and significant supporting elements, which might seem inconsequential on initial release, turned out to be major problems, like an attractive house with a solid frame that has horrible issues with damp, bad plastering, bad wiring, and so on.</p><p></p><p>Most of the rest of 5E's problems stem from the fact that it was an "apology edition" aimed at getting back fans. That wasn't a pure negative, let's be very clear - the rules simplification and accessibility it encouraged absolutely helped lay the groundwork for the success of 5E. However, the problems it caused, like bringing back the ill-conceived 3.XE Sorcerer, which honestly basically no-one was asking for as last minute panic move, bringing across the essentially 1E Monk, replete with Orientalist trappings and terrible non-design, and just continuing of the path of the "no ideas" Ranger were not great. It also meant they threw out a lot of 4E stuff that probably few people objected to, and combined with the rush to create panic-designed alternatives, like Hit Dice, which could have been a major and cool mechanic like Advantage, but were not actually integrated into the system (and I see 2024 is just going to keep on with that).</p><p></p><p>I also think a weirdly large problem was abandoning slightly complicated mechanics from 3.XE, that were actually good mechanics for a game like this. Everyone knows I'm not 3.XE's biggest fan, but some of the stuff it did was smart, and should at the very least made it to the DMG (which of course was even more rushed than everything else - some of the optional rules don't even work on a simple mechanical level!). 4E also had improvements that should have been followed, but weren't because "apology edition".</p><p></p><p>For example:</p><p></p><p>Take 10</p><p>Take 20</p><p>Death by massive damage</p><p>INT or DEX for Initiative modifier</p><p>Three saving throws, each choosing the best stat</p><p></p><p>And people are quite right to point out that continuing Full Caster overpoweredness largely comes down to the restrictions on spellcasting being stuff that's hard/annoying to police and that the game does not mechanically support the policing of, like spell components (V,S,M more than the actual material components), having a hand free and so on. Again 4E did a much better job here and with focuses or whatever they were called helped make casters feel more like casters from fiction.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9103878, member: 18"] The underlying issue with a lot of what is wrong with 5E, which sadly seems to be being repeated rather than fixed with 2024, is that aside from the bounded-accuracy mechanics, the entire game seems to have been extremely rushed, and significant supporting elements, which might seem inconsequential on initial release, turned out to be major problems, like an attractive house with a solid frame that has horrible issues with damp, bad plastering, bad wiring, and so on. Most of the rest of 5E's problems stem from the fact that it was an "apology edition" aimed at getting back fans. That wasn't a pure negative, let's be very clear - the rules simplification and accessibility it encouraged absolutely helped lay the groundwork for the success of 5E. However, the problems it caused, like bringing back the ill-conceived 3.XE Sorcerer, which honestly basically no-one was asking for as last minute panic move, bringing across the essentially 1E Monk, replete with Orientalist trappings and terrible non-design, and just continuing of the path of the "no ideas" Ranger were not great. It also meant they threw out a lot of 4E stuff that probably few people objected to, and combined with the rush to create panic-designed alternatives, like Hit Dice, which could have been a major and cool mechanic like Advantage, but were not actually integrated into the system (and I see 2024 is just going to keep on with that). I also think a weirdly large problem was abandoning slightly complicated mechanics from 3.XE, that were actually good mechanics for a game like this. Everyone knows I'm not 3.XE's biggest fan, but some of the stuff it did was smart, and should at the very least made it to the DMG (which of course was even more rushed than everything else - some of the optional rules don't even work on a simple mechanical level!). 4E also had improvements that should have been followed, but weren't because "apology edition". For example: Take 10 Take 20 Death by massive damage INT or DEX for Initiative modifier Three saving throws, each choosing the best stat And people are quite right to point out that continuing Full Caster overpoweredness largely comes down to the restrictions on spellcasting being stuff that's hard/annoying to police and that the game does not mechanically support the policing of, like spell components (V,S,M more than the actual material components), having a hand free and so on. Again 4E did a much better job here and with focuses or whatever they were called helped make casters feel more like casters from fiction. [/QUOTE]
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