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What are the "True Issues" with 5e?
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<blockquote data-quote="overgeeked" data-source="post: 9109948" data-attributes="member: 86653"><p>For me, the "true issues" with 5E largely stem from it trying to be all things to all gamers. It isn't focused on any one thing so it doesn't do anything particularly well.</p><p></p><p>It wants to be a monster beat 'em up game, but the monster and encounter design are almost universally recognized as bad. Combats drag out because most monsters are boring sacks of hit points with nothing special to do. The default assumptions of the game result in utterly boring and unchallenging fights that are cakewalks for the PCs.</p><p></p><p>It wants to be a story-focused game, but whatever focus on story you get is provided by the referee and players rather than the game itself, i.e. the game itself provides zero support for this...yet it seems to be one of the main selling points. This is compounded by the fact that support for non-combat encounters is effectively non-existent yet the game claims that social interaction and exploration are pillars of play.</p><p></p><p>It wants to be a life sim, but all the life sim elements amount to fiddly nonsense that most gamers were handwaving by 2E. It also utterly undermines most of the life sim elements by making them trivial to overcome, see the proliferation of darkvision, infinite light, wilderness navigation, foraging, etc that are so easy they might as well be automatic.</p><p></p><p>If it would pick one thing to focus on, it would be a much better game and resolve whatever "true issues" it has.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9109948, member: 86653"] For me, the "true issues" with 5E largely stem from it trying to be all things to all gamers. It isn't focused on any one thing so it doesn't do anything particularly well. It wants to be a monster beat 'em up game, but the monster and encounter design are almost universally recognized as bad. Combats drag out because most monsters are boring sacks of hit points with nothing special to do. The default assumptions of the game result in utterly boring and unchallenging fights that are cakewalks for the PCs. It wants to be a story-focused game, but whatever focus on story you get is provided by the referee and players rather than the game itself, i.e. the game itself provides zero support for this...yet it seems to be one of the main selling points. This is compounded by the fact that support for non-combat encounters is effectively non-existent yet the game claims that social interaction and exploration are pillars of play. It wants to be a life sim, but all the life sim elements amount to fiddly nonsense that most gamers were handwaving by 2E. It also utterly undermines most of the life sim elements by making them trivial to overcome, see the proliferation of darkvision, infinite light, wilderness navigation, foraging, etc that are so easy they might as well be automatic. If it would pick one thing to focus on, it would be a much better game and resolve whatever "true issues" it has. [/QUOTE]
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