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What are the "True Issues" with 5e?
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<blockquote data-quote="Retros_x" data-source="post: 9105447" data-attributes="member: 7033171"><p>I honestly don't think 5e has that big issues. Most of the complaints are due to personal preference. I think the biggest real offender is the bad layout and structure of all the books, not just DMG. Things are often hard to find, spread all over the place and difficult to understand. I especially loathe that the adventures are so hard to use as DMs. important information hidden in text blocks or in some keyed room on a map. Seriously, in almost every official dungeon stuff like villains big plan and motivation are in some room description. Give me a goddammn summary at the start. Use bullet points and text highlighting through bold and italics. And most boxed texts are written horribly for game usage.</p><p></p><p>The rest is minor in my eyes, some clunky rules that could be better (exhaustion is first I can think of, but DnD One playtests version looks much better already), magic item prices hidden in downtime rules (although that is layout and structure issue again). </p><p></p><p>I never understood the complaints about money. I never noticed them, because I actually don't run an economic simulation. Would be weird, because that is definitely not the product I bought.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9105447, member: 7033171"] I honestly don't think 5e has that big issues. Most of the complaints are due to personal preference. I think the biggest real offender is the bad layout and structure of all the books, not just DMG. Things are often hard to find, spread all over the place and difficult to understand. I especially loathe that the adventures are so hard to use as DMs. important information hidden in text blocks or in some keyed room on a map. Seriously, in almost every official dungeon stuff like villains big plan and motivation are in some room description. Give me a goddammn summary at the start. Use bullet points and text highlighting through bold and italics. And most boxed texts are written horribly for game usage. The rest is minor in my eyes, some clunky rules that could be better (exhaustion is first I can think of, but DnD One playtests version looks much better already), magic item prices hidden in downtime rules (although that is layout and structure issue again). I never understood the complaints about money. I never noticed them, because I actually don't run an economic simulation. Would be weird, because that is definitely not the product I bought. [/QUOTE]
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