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D&D 5E What I Love Best and What I Hate Worst about D&D5

ren1999

First Post
I love the basic mechanics of skills. It is logical and doesn't get in the way of storytelling. I think that when DMs and Players really get into it, players can Goog the real way to perform those skills and describe it to the DM and party so everyone can really learn those skills during play.

I hate how the Medicine and Medicine Kit skills work. They should be combined. Thieves Tools could use some work.

I love the chosen races in the Player's handbook. Everybody gets to play their favorite characters from past editions. I think a full-blood Dragonborn and Tiefling should be changed to half-blood though just like the Half-Orc. In the Baldur's Gate comic, we don't see Dragonborns or Tieflings anywhere in the story probably for this reason.

I hate a few mechanics of the races. 1.) Though giving ability increases is traditional with races, it encourages meta-gaming. Some players will always play certain races for that ability score+ factor. They will never try to play a new race. Moving the ability increases to class will fix that. 2.) There are too many class and race benefits. They are cluttered and somewhat hard to justify. How about just 1 or 2 benefits according to what type they are? Rogue Dex+1, Dex+Proficiency, Stealth+Expertise, 3 other Skills+Proficiency, Why does a Wizard have Religion as a choice of skills for example? Why does a Rogue have an intelligence proficiency bonus? 3.) Some of these benefits are organized alphabetically for easier reference and some of them are not. Why? 4.) Get rid of the term "Sub-Race".

2 handed, and secondary and primary weapon damage works great and is balanced now. I love it. But some weapons don't do enough damage and other weapons that are less lethal do more damage. I really think weapon damage according to class makes more sense. Calling weapons Martial and Simple, makes no sense. Heavy, Medium, Light weapons make more sense.

I love Maneuvers and Reactons and I think there should be more! Some boring monsters can be made more interesting by adding their own Maneuvers and Reactions! Feats and Maneuvers should be combined. There should be no ability increases in Feats. We've got level-up rewards for that.

I love Hit Points now. If you roll low, you can take average hit points. You aren't stuck with a 1 HP increase that level.

I love the variant organization of the game. It saved this game. I worked on some variants already so that I can DM the game I want and the players can agree on.
 

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You got some good ideas there ren1999. I definitely like your idea of moving the bonuses to the classes. While I do think realistic races would have different maximums and minimums, it does make players min/max their choices when a roleplay choice would be better.
 


Damage by class is something I WISH they had included. Actually, that is the kind of module that could maybe be added. In fact, that is the kind of thing i would like to see fully explored in the Unearthed Arcana articles.
 


You don't get to take average HP if you roll low. You get to chose to roll, or to take average.
HIGHER than average in fact.

The average of a d8 is 4.5.

Since you get 5 if you take the average, I can't see how I would ever want to roll.

To me it is obvious that rolling means taking a risk. I would only take that risk if there's an reward associated with it. If the average would have been rounded down, at least there would have been a sound reason to take the risk.

As written, the system only penalizes people who love to roll so much they don't care, people with poor statistical skills that think rolling is good for them, and any combination thereof.

The only sound reason to roll is if you expect to be able to pressure your DM into giving you a reroll if you whine and complain loudly enough when you roll bad, i.e. if you somehow can raise the effective average enough.
 

What i love best about 5e is that its here.
What i hate most is that I haven't been able to play it yet and probably not for a couple months more. :(
 

> I really think weapon damage according to class makes more sense

I think it'll create more confusion. What about multi-classes? How much damage do they do?

One of the things about 5E is that it keeps things simple and this is an unnecessary complication.
 

> I really think weapon damage according to class makes more sense

I think it'll create more confusion. What about multi-classes? How much damage do they do?

One of the things about 5E is that it keeps things simple and this is an unnecessary complication.
If you guys are smart, ban multiclassing. It just opens up too much cheese to everyone: 2 level dips of rogue (expertise, cunning action, other crap), first level cleric then rest the caster you actually want (armor proficiencies for your wizard for example)
 

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