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What are the "True Issues" with 5e?
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<blockquote data-quote="teitan" data-source="post: 9106476" data-attributes="member: 3457"><p>There are no issues with 5e and there are plenty of issues with it. It depends on if you want it to be 3.x-4e era, 0e-2e era or 5e. </p><p></p><p>1. As a 3.x-4e era game it fails and it was never really meant to be that game that has a rule for everything with fiddly customization options that shifted numbers slightly around and had an Ivory Tower design element nor was it meant to be a perfectly balanced ruleset to provide the same experience from level 1-30. It has a lot of issues when you come into it expecting this style of play and the assumption that the DMG is unnecessary doesn't help perceptions of a "broken game". Just because it has a similar combat grid system doesn't mean it is 3.x-4e. 1e also has rules for a grid and for hexes. 5e has rules for hexes too. That leads to my next point.</p><p></p><p>2. As an attempt at recreating OSR type experiences it does very well... when you use the DMG and the rules options that are in it that everyone clamors for and probably do not realize are the rules modules that were talked about in the playtest. The DMG has lots of advice, lots of optional rules suggestions and ideas to tweak 5e to play in that old school vein and it will absolutely excel at it. Not as well as 1e or BX/BECMI or even DCC, but it does it very well. The emphasis on making the game your own and the ease of houseruling, that surprising things are actually <em>optional</em> rules like race where only <strong>Human</strong> is a core rule makes 5e the most easily customizable version of D&D thanks to the simple, cohesive mechanics. You can tweak 5e's rules all day, every day and it will not break the game. You don't like the <em>optional </em>flanking rules as written? Make your own, import the 3.x rules for flanking. Make it a standard flat +2 to attack instead of advantage to keep it from being swingy. It won't hurt the game.</p><p></p><p>3. As 5e D&D which provides a unique experience in the same way that 3e, 3.5 (yes they both provided very different experiences), Pathfinder and 4e provided, 5e is, when you run it out of the box, very good at what it does. It is a framework on which to hang the adventuring experience. Unlike 3e and OSR it isn't a straight dungeon crawler and it does what 2e tried to do with greater success. </p><p></p><p>Where you have problems is when you try to turn the game into another game entirely. People coming in from Pathfinder expecting... Pathfinder for example because the games are the same DNA. Are there issues with the game? Only if you don't embrace them.</p></blockquote><p></p>
[QUOTE="teitan, post: 9106476, member: 3457"] There are no issues with 5e and there are plenty of issues with it. It depends on if you want it to be 3.x-4e era, 0e-2e era or 5e. 1. As a 3.x-4e era game it fails and it was never really meant to be that game that has a rule for everything with fiddly customization options that shifted numbers slightly around and had an Ivory Tower design element nor was it meant to be a perfectly balanced ruleset to provide the same experience from level 1-30. It has a lot of issues when you come into it expecting this style of play and the assumption that the DMG is unnecessary doesn't help perceptions of a "broken game". Just because it has a similar combat grid system doesn't mean it is 3.x-4e. 1e also has rules for a grid and for hexes. 5e has rules for hexes too. That leads to my next point. 2. As an attempt at recreating OSR type experiences it does very well... when you use the DMG and the rules options that are in it that everyone clamors for and probably do not realize are the rules modules that were talked about in the playtest. The DMG has lots of advice, lots of optional rules suggestions and ideas to tweak 5e to play in that old school vein and it will absolutely excel at it. Not as well as 1e or BX/BECMI or even DCC, but it does it very well. The emphasis on making the game your own and the ease of houseruling, that surprising things are actually [I]optional[/I] rules like race where only [B]Human[/B] is a core rule makes 5e the most easily customizable version of D&D thanks to the simple, cohesive mechanics. You can tweak 5e's rules all day, every day and it will not break the game. You don't like the [I]optional [/I]flanking rules as written? Make your own, import the 3.x rules for flanking. Make it a standard flat +2 to attack instead of advantage to keep it from being swingy. It won't hurt the game. 3. As 5e D&D which provides a unique experience in the same way that 3e, 3.5 (yes they both provided very different experiences), Pathfinder and 4e provided, 5e is, when you run it out of the box, very good at what it does. It is a framework on which to hang the adventuring experience. Unlike 3e and OSR it isn't a straight dungeon crawler and it does what 2e tried to do with greater success. Where you have problems is when you try to turn the game into another game entirely. People coming in from Pathfinder expecting... Pathfinder for example because the games are the same DNA. Are there issues with the game? Only if you don't embrace them. [/QUOTE]
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