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

I personally want some swinginess to combat, or some good mods to add it. Essentially 5E relies on an MMO style attrition grind of risk-free encounters, whose outcome of a foregone conclusion and that only exist to eat up resources on the way to the fireworks factory. I want some chance of death outside of the DM just having a monster come over and kill you while you're downed. That is about as satisfying as "rocks fall everyone dies" from both ends. There's also not much to prevent it with 5E's anemic in-combat healing. Until then I'm kind of over 5E, as I find fights generally kind of dull as both a player and DM.
 

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"I don't experience it so it doesn't exist"
A lot of the martial/caster disparity comes from giving spells too much power. Charm Person is a huge spell in this category. Too many treat it almost as mind control, when really the best it can do is get you something fairly minor. There are other spells that are also interpreted in a way that makes the spells stronger than intended.
 

The only way to balance this is to pressure casters to get them to use more of their spell slots, but as they gain levels, each spell slot has increasingly more value, and ability to prevent them from having to expend as much energy to resolve scenarios.
Or, limit what they can do with those spell slots (spells known), which is what I do. If the problem is flexibility, reduce their options.

This is something that can (and has) be debated endlessly, however.
 

A lot of the martial/caster disparity comes from giving spells too much power. Charm Person is a huge spell in this category. Too many treat it almost as mind control, when really the best it can do is get you something fairly minor. There are other spells that are also interpreted in a way that makes the spells stronger than intended.
This is a naughty word argument. Spellcasters are still hilariously OP if you do everything by the book, just slightly less so.
 

Or, limit what they can do with those spell slots (spells known), which is what I do. If the problem is flexibility, reduce their options.

This is something that can (and has) be debated endlessly, however.
Yeah, I just use alternate rest rules and throw enough encounters that casters can't go nova constantly. But even in other people's games I don't see much of an issue.
 


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