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What are the "True Issues" with 5e?
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<blockquote data-quote="Undrave" data-source="post: 9104520" data-attributes="member: 7015698"><p>This is what was fun about Rituals in 4e. It made out of combat magic a PARTY resource because you could all chip in. It was no longer "Bob casts Phantom Steed" it was "We decide to cast the Phantom Steed ritual". People could pool their resources and buy ritual components.</p><p></p><p>Alchemy also worked similarly. It would have been cool to see 4e Alchemical items combined with a 5e Thief ability to interest with items as a minor action. Would have made a cool character.</p><p></p><p>Agreed.</p><p></p><p>If I've not said it a thousand times I've not said it once: The Monk looks like a pile of legacy feature arranged in some sort of progression instead of a class designed with a purpose.</p><p></p><p>And tool proficiencies. The tools were basically the equivalent to professions of old and I'm surprised they never added more. Seems like it'd be easy to have setting specific proficiencies.</p><p></p><p>Gold is basically an alternate XP track and should be designed as such.</p><p></p><p>Thank you! That's how it should have been from the start! It's so frustrating getting to a new level as a caster or trying to prepare a load out!</p><p></p><p>Remember how in 4e every race had a unique power? And then in 5e they just gave them spells everybody could grab? Augh...</p><p></p><p>And the Ranger who has spells who seem to only exist to basically be traps? Instead of creating a trap making framework they just gave them trap spells. </p><p></p><p>Exactly! Spells by level is superior!</p><p></p><p>Monster and item stat blocks shouldn't be sending you to another book in the first place!! MAYBE add a section to spell casters called "Other spells" to list some spells those monsters might know but that they won't use in battle and each would be listed by level too.</p><p></p><p>Whining caster fans ruin everything >.></p></blockquote><p></p>
[QUOTE="Undrave, post: 9104520, member: 7015698"] This is what was fun about Rituals in 4e. It made out of combat magic a PARTY resource because you could all chip in. It was no longer "Bob casts Phantom Steed" it was "We decide to cast the Phantom Steed ritual". People could pool their resources and buy ritual components. Alchemy also worked similarly. It would have been cool to see 4e Alchemical items combined with a 5e Thief ability to interest with items as a minor action. Would have made a cool character. Agreed. If I've not said it a thousand times I've not said it once: The Monk looks like a pile of legacy feature arranged in some sort of progression instead of a class designed with a purpose. And tool proficiencies. The tools were basically the equivalent to professions of old and I'm surprised they never added more. Seems like it'd be easy to have setting specific proficiencies. Gold is basically an alternate XP track and should be designed as such. Thank you! That's how it should have been from the start! It's so frustrating getting to a new level as a caster or trying to prepare a load out! Remember how in 4e every race had a unique power? And then in 5e they just gave them spells everybody could grab? Augh... And the Ranger who has spells who seem to only exist to basically be traps? Instead of creating a trap making framework they just gave them trap spells. Exactly! Spells by level is superior! Monster and item stat blocks shouldn't be sending you to another book in the first place!! MAYBE add a section to spell casters called "Other spells" to list some spells those monsters might know but that they won't use in battle and each would be listed by level too. Whining caster fans ruin everything >.> [/QUOTE]
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