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What are the "True Issues" with 5e?
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<blockquote data-quote="CleverNickName" data-source="post: 9104056" data-attributes="member: 50987"><p>Well, here's a compiled list from the previous 7 pages. </p><p></p><p><strong>THE "TRUE ISSUES" WITH 5E</strong></p><p><strong>Economy:</strong></p><ul> <li data-xf-list-type="ul"> Gold has no purpose/not enough purpose</li> <li data-xf-list-type="ul"> Magic item prices aren't listed</li> <li data-xf-list-type="ul"> The resting mechanics</li> </ul><p><strong>Combat and Encounters:</strong></p><ul> <li data-xf-list-type="ul"> Expected number of encounters</li> <li data-xf-list-type="ul"> Expected difficulty of encounters</li> <li data-xf-list-type="ul"> combat is uninteresting</li> <li data-xf-list-type="ul"> combat is too simple</li> <li data-xf-list-type="ul"> combat is too complex</li> <li data-xf-list-type="ul"> The caster-vs-martial disparity</li> <li data-xf-list-type="ul"> lack of 4E monsters</li> <li data-xf-list-type="ul"> lack of 4E character options</li> <li data-xf-list-type="ul"> lack of high-CR monsters</li> <li data-xf-list-type="ul"> monster design section of MM</li> <li data-xf-list-type="ul"> no risk</li> <li data-xf-list-type="ul"> combat lacks depth</li> <li data-xf-list-type="ul"> the Size rules</li> <li data-xf-list-type="ul"> monsters are boring</li> <li data-xf-list-type="ul"> better rules for encounter design</li> <li data-xf-list-type="ul"> saving throws as ability checks</li> </ul><p><strong>Exploration:</strong></p><ul> <li data-xf-list-type="ul"> lack of exploration rules</li> <li data-xf-list-type="ul"> darkness and visibility rules</li> <li data-xf-list-type="ul"> skill system doesn't match actual play</li> </ul><p><strong>Characters and Leveling:</strong></p><ul> <li data-xf-list-type="ul"> Subclasses have different leveling structures/complexity.</li> <li data-xf-list-type="ul"> the monk</li> <li data-xf-list-type="ul"> the wizard being too similar to a video game</li> <li data-xf-list-type="ul"> multiclassing rules are "a hot mess"</li> <li data-xf-list-type="ul"> multiclassing rules aren't like 4E</li> <li data-xf-list-type="ul"> lack of full classes</li> <li data-xf-list-type="ul"> the experience system</li> <li data-xf-list-type="ul"> hit points representing all types of harm</li> <li data-xf-list-type="ul"> Ability scores not balanced</li> <li data-xf-list-type="ul"> fighters have too little to do</li> </ul><p><strong>Meta:</strong></p><ul> <li data-xf-list-type="ul"> People shouting down other peoples' discussions of these issues</li> <li data-xf-list-type="ul"> These issues presented are all subjective, and not 5E specific</li> <li data-xf-list-type="ul"> People not agreeing with other peoples' opinions</li> <li data-xf-list-type="ul"> The players</li> <li data-xf-list-type="ul"> Tradition</li> </ul><p><strong>Spellcasting:</strong></p><ul> <li data-xf-list-type="ul"> not impeded</li> <li data-xf-list-type="ul"> spells kept at the same level of power</li> <li data-xf-list-type="ul"> spell schools poorly implemented</li> <li data-xf-list-type="ul"> everything supernatural is modeled after spells</li> <li data-xf-list-type="ul"> arcane spells lacking creativity/boring</li> <li data-xf-list-type="ul"> the simulacrum spell</li> <li data-xf-list-type="ul"> the spellcasting being too similar to a video game</li> </ul><p><strong>General:</strong></p><ul> <li data-xf-list-type="ul"> The layout of the books.</li> <li data-xf-list-type="ul"> The awful index</li> <li data-xf-list-type="ul"> The terrible binding</li> <li data-xf-list-type="ul"> 5E is an "apology edition"</li> <li data-xf-list-type="ul"> 5E isn't the game everyone wanted</li> <li data-xf-list-type="ul"> 5E isn't perfect</li> <li data-xf-list-type="ul"> Font size</li> <li data-xf-list-type="ul"> lacks support for high-level play</li> <li data-xf-list-type="ul"> the game feels rushed</li> <li data-xf-list-type="ul"> Pareto Optimality (shout-out to the economists out there)</li> <li data-xf-list-type="ul"> lack of guidance in the DMG</li> <li data-xf-list-type="ul"> no "advanced" version for experienced players</li> <li data-xf-list-type="ul"> too much focus on campaigns, not enough on adventures</li> <li data-xf-list-type="ul"> no Dungeon[SUP]TM[/SUP] or Dragon[SUP]TM[/SUP] Magazine</li> <li data-xf-list-type="ul"> some rules are very specific, others very vague</li> </ul></blockquote><p></p>
[QUOTE="CleverNickName, post: 9104056, member: 50987"] Well, here's a compiled list from the previous 7 pages. [B]THE "TRUE ISSUES" WITH 5E Economy:[/B] [LIST] [*] Gold has no purpose/not enough purpose [*] Magic item prices aren't listed [*] The resting mechanics [/LIST] [B]Combat and Encounters:[/B] [LIST] [*] Expected number of encounters [*] Expected difficulty of encounters [*] combat is uninteresting [*] combat is too simple [*] combat is too complex [*] The caster-vs-martial disparity [*] lack of 4E monsters [*] lack of 4E character options [*] lack of high-CR monsters [*] monster design section of MM [*] no risk [*] combat lacks depth [*] the Size rules [*] monsters are boring [*] better rules for encounter design [*] saving throws as ability checks [/LIST] [B]Exploration:[/B] [LIST] [*] lack of exploration rules [*] darkness and visibility rules [*] skill system doesn't match actual play [/LIST] [B]Characters and Leveling:[/B] [LIST] [*] Subclasses have different leveling structures/complexity. [*] the monk [*] the wizard being too similar to a video game [*] multiclassing rules are "a hot mess" [*] multiclassing rules aren't like 4E [*] lack of full classes [*] the experience system [*] hit points representing all types of harm [*] Ability scores not balanced [*] fighters have too little to do [/LIST] [B]Meta:[/B] [LIST] [*] People shouting down other peoples' discussions of these issues [*] These issues presented are all subjective, and not 5E specific [*] People not agreeing with other peoples' opinions [*] The players [*] Tradition [/LIST] [B]Spellcasting:[/B] [LIST] [*] not impeded [*] spells kept at the same level of power [*] spell schools poorly implemented [*] everything supernatural is modeled after spells [*] arcane spells lacking creativity/boring [*] the simulacrum spell [*] the spellcasting being too similar to a video game [/LIST] [B]General:[/B] [LIST] [*] The layout of the books. [*] The awful index [*] The terrible binding [*] 5E is an "apology edition" [*] 5E isn't the game everyone wanted [*] 5E isn't perfect [*] Font size [*] lacks support for high-level play [*] the game feels rushed [*] Pareto Optimality (shout-out to the economists out there) [*] lack of guidance in the DMG [*] no "advanced" version for experienced players [*] too much focus on campaigns, not enough on adventures [*] no Dungeon[SUP]TM[/SUP] or Dragon[SUP]TM[/SUP] Magazine [*] some rules are very specific, others very vague [/LIST] [/QUOTE]
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