Corinnguard
Hero
D&D 5E - What (if anything) do you find "wrong" with 5E? The link here covers what if anything did anyone find wrong with 5e. I would like this thread to cover the stuff that Level Up: Advanced 5th Edition fixed with regards to 5e D&D.
1) Origins-Heritages and Cultures. In O5e, if you were a Dwarf, for instance, there was an automatic assumption that you were born and raised in a Dwarf culture. But what if you wanted to a play a Dwarf who had been raised in a human city? Or adopted by Elves?
Then you were kind out of luck with regards to learning the crunchy cultural traits of humans or elves. You could write up some fluff on what it was like growing up in a human city or having Elven parents. But you were stuck with the cultural traits of a Dwarf even though you didn't grow up in the culture of your parents. Which doesn't make much sense.
Now in A5e you can now play a Dwarf who grew up in a human city or who was adopted by elven parents, and it shows! Your character now has the crunchy cultural traits of a human or an elf, and none of the cultural traits they would have gained from growing up among their fellow Dwarves.
Mixing and matching heritage (who your parents are) and culture (the society you grew up) adds in a whole new dimension of customization that should have been in 5e.
The Heritage Gifts are a nice touch too.
2) Origins-Backgrounds. I am glad that A5e replaced the personality traits, ideals, bonds and flaws in O5e with Connections and Mementos. These four really didn't do much for the character in terms of role-playing. With connections, the narrator could have the player reunited with an old love interest, a fellow hero, a mentor or even a rival within the very adventure you're playing in. Surprise!
I also like how it's the background that determine your starting ASIs, not your heritage.
3) Origins- Destiny. How many players have honestly thought about their character's goals as an adventurer?
I know that I haven't given this one much thought in 5e.
4) More emphasis on the three pillars in each of the classes. With the exception of certain Fighter subclasses (Ex. the Samurai), the Fighter really didn't have much going for them in the Social pillar. They were mostly into combat with maybe some exploration. Now the A5e Fighter has some features that deal with the Social pillar.
5) The Two-Weapon Fighting style is no longer as lopsided with regards to the Fighter class. When you reach 5th level and gain the Extra Attack feature, you can use a bonus action to make two attacks with your offhand weapon. Two attacks in 1st through 4th level, four attacks in 5th through 10th level, and finally 5 attacks by 11th level. Also, you can now wield any weapon that doesn't have the heavy property in your primary hand. A5e has brought back the longsword/shortsword combo.
Ditto for the Double Weapons!
I could go on and on with the stuff I think A5e has fixed in 5e.
What do you think A5e has fixed in O5e?
1) Origins-Heritages and Cultures. In O5e, if you were a Dwarf, for instance, there was an automatic assumption that you were born and raised in a Dwarf culture. But what if you wanted to a play a Dwarf who had been raised in a human city? Or adopted by Elves?

Now in A5e you can now play a Dwarf who grew up in a human city or who was adopted by elven parents, and it shows! Your character now has the crunchy cultural traits of a human or an elf, and none of the cultural traits they would have gained from growing up among their fellow Dwarves.
Mixing and matching heritage (who your parents are) and culture (the society you grew up) adds in a whole new dimension of customization that should have been in 5e.
The Heritage Gifts are a nice touch too.

2) Origins-Backgrounds. I am glad that A5e replaced the personality traits, ideals, bonds and flaws in O5e with Connections and Mementos. These four really didn't do much for the character in terms of role-playing. With connections, the narrator could have the player reunited with an old love interest, a fellow hero, a mentor or even a rival within the very adventure you're playing in. Surprise!

3) Origins- Destiny. How many players have honestly thought about their character's goals as an adventurer?

4) More emphasis on the three pillars in each of the classes. With the exception of certain Fighter subclasses (Ex. the Samurai), the Fighter really didn't have much going for them in the Social pillar. They were mostly into combat with maybe some exploration. Now the A5e Fighter has some features that deal with the Social pillar.
5) The Two-Weapon Fighting style is no longer as lopsided with regards to the Fighter class. When you reach 5th level and gain the Extra Attack feature, you can use a bonus action to make two attacks with your offhand weapon. Two attacks in 1st through 4th level, four attacks in 5th through 10th level, and finally 5 attacks by 11th level. Also, you can now wield any weapon that doesn't have the heavy property in your primary hand. A5e has brought back the longsword/shortsword combo.

I could go on and on with the stuff I think A5e has fixed in 5e.
