D&D 5E What (if anything) do you find "wrong" with 5E?

Lack of any real danger d t the
Not enough jeopardy. The only real detriment the pcs can suffer is hp loss, which is fairly dull and easily rectified.

I’d like to see:
  • Lingering conditions.
  • Ability damage.
  • More creative vulnerabilities
  • More interesting creature abilities

Other than that it’s pretty fine. Well the cleric is pretty dull and dominated by a couple of must take spells.
After several years in other game systems I can see dnd's biggest flaw is the LACK of multiple weaknesses for characters.
Not instantly heal-able forms of:
Psychology/Permanent Insanity
Diseases
Afflictions
Curses
Ability Damage
Saving throw proficiency Damage
Hit Dice Recovery Damage
X.p. damage
Bonus damage reductions/limitations duw to afflictions
Alignment/Shame Damage
Encounter penalties due to personality damage (wasted in Dnd's background emphasis)
Obligation points
Inspiration point limits due to personality or social roleplay


Etc.

What that adds is levels of complexity where a character has to THINK before acting.
 
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Lack of any real danger d t the

After several year in other game systems I can see dnd's biggest flaw is the LACK of multiple weaknesses for characters.
Not instantly healable forms of:
Paychology/Permanent Insanity
Diseases
Afflictions
Curses
Ability Damage
Saving throw proficiency Damage
Hit Dice Recovery Damage
X.p. damage
Bonus damage reductions/limitations duw to afflictions
Alignment/Shame Damage
Encounter penalties due to personality damage
Etc.

What that adds is levels of complexity where a character has to THINK before acting.
That's because one of the biggest flaws of 5e is that it more or less piles all the work on the DM with no help.

This is why expert DMs look like stars and average DMs struggle and rely on YT/3RD party.
 



In just about any 5E game I've run, at least 2 of the PCs at the table will have the Sailor background. It took me longer than I can to admit that it's because they wanted Perception.
Honestly, combined with Athletics and it is one of the best IMO, the other features are nice as well.
 

Without having read much of this thread, my main issues with 5e:

- PC choice points are too few and too frontloaded. You pick your race, class, and subclass in the first couple of levels, and then the only choices you get to make for the entire rest of your PCs life are ASI/feats (or spells, if you're playing a spells-known character, or multiclassing, if you're a masochist). This means you have a rough time developing your PC naturally in response to what happens to them as the campaign develops, and also, if you make a bad choice early you're locked into it and don't really have any way of compensating with better choices or a course change later on. On a similar matter, it's too hard to make relatively minor PC changes - learning a new skill, for instance - without a massive investment of resources (and sure, DMs can houserule downtime training etc, but it's still an issue)

- the weapon table is a mess. Rapiers are so much better than any other finesse weapon that they've become ubiquitous, a weapon being Versatile is basically useless, and this is magnified by the fact that already powerful weapon options (great weapons, ranged weapons) have powerful feats that make them even better. And classes like the rogue and barbarian have meaningless and annoying restrictions on which weapons their class features work with.

- the system is seeming allergic to permanence or lasting consequences for anything. Ease of healing is a big part of the issue, but also poison is a short-term and mostly instantaneous effect and can mostly be made trivial with a second level spell (which cuts out all sorts of race-against-time-to-find-the-antidote plots etc - disease has the same problem). And very few spells allow you to affect the game world in a long-lasting way. But for some reason exhaustion is incredibly persistent (and is allowed to cripple the most iconic barbarian subclass, but that's another issue)

- the whole design of the bard class is misconceived. They should mostly be charismatic generalists focused around support and inspiration, instead they're primary spellcasters with a couple of special rules and some bonus musical instrument proficiencies which never matter to their class abilities. This really limits the scope for developing subclasses (like the marshal...) around them.

- and while this is less a core system issue, it bugs me that there's very few downsides to class or race choices. They introduced Sunlight Sensitivity and the exhaustion penalty to Frenzy in the PHB, and these two downside features were way too onerous. Unfortunately, rather than just being more careful with balance, they've written the whole concept off to the point where we don't even have 25ft movement races any more. Surely you could apply smaller, more targeted penalties to some races which could be used as a minor balancing factor while adding flavour? Disadvantage when climbing for centaurs, or when swimming for autognomes, for instance.

- edit: oh yeah, and there really needs to be an additional skill that covers stuff like law, politics, financial management etc. Something you can roll to see how financially successful your estate is, or to remember a local law, or to manage a business, or to know who the wealthiest people in the region are (to ask for a loan, or rob/con them...) or understand the significance of a political event, or to know which of the king's officers you need to apply to for a specific favour. You end up rolling History or Investigation for everything otherwise, and that's just weird.
 
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In just about any 5E game I've run, at least 2 of the PCs at the table will have the Sailor background. It took me longer than I care to admit to figure out it's because they wanted Perception.
That sort of thing happened alot in Pathfinder as well with the trait system.
 

That sort of thing happened alot in Pathfinder as well with the trait system.
And in 3/3.5e where people would take a 1 level dip into Ranger or Rogue and just stack skill points into Spot/Listen/Hide/Move Silently, while grabbing the various level 1 class features as a bonus.

Stealth and Perception skills have always been really good in most D&D games. Unlike Medicine for instance, which my 10th level paladin has rolled maybe 5 times in his entire adventuring career...
 

And in 3/3.5e where people would take a 1 level dip into Ranger or Rogue and just stack skill points into Spot/Listen/Hide/Move Silently, while grabbing the various level 1 class features as a bonus.

Stealth and Perception skills have always been really good in most D&D games. Unlike Medicine for instance, which my 10th level paladin has rolled maybe 5 times in his entire adventuring career...
Dipping didnt bother me that much. I always enjoyed the interesting combos I could make. The things I like less are the level one items you take and then almost never think about again.
 

I think 5E is an excellent "jump off" point to get you into RPGs.

However, I've had enough experience that I want more than the basics, and my ideology of what I want for the game doesn't match WotC.

Clearly, the index needs to be reworked, that's supposed to be the part of the book friendliest to newcomers, and it is instead thumbing their nose at them.

I also find myself sometimes perturbed by the "magic everywhere" that seems to be in the game, especially in endless cantrips. I think magic should be somewhat more rarer than it is in the game.

I'd also like a few more skills in the game. There just seem to be some gaps or things that map badly to skills. Monster Lore would be one I'd like to see, for example. And options to add to skills that don't take away from ASI/Feats - including the ability for non-rogues and bards to specialize in a skill or two.

Beyond that is just customizations and house rules for my own games. I'm happy that 5E's framework is simple enough I can add those things and they just work - unlike the teetering house of cards that was 3E.
 

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