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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="W'rkncacnter" data-source="post: 8719484" data-attributes="member: 7033455"><p>pbft, well, uh...</p><p></p><p>saving throws. their distribution is absolutely terrible and the reasoning behind why something requires a particular saving throw seems inconsistent at best.</p><p></p><p>feats being an optional rule that requires you to give up an ASI and just generally being completely unbalanced.</p><p></p><p>MULTICLASSING being an optional rule and thus seemingly not even being considered at all in class design.</p><p></p><p>ASIs being tied to class instead of character level.</p><p></p><p>overly simple weapons.</p><p></p><p>magic items, both crafting them and assigning costs to them.</p><p></p><p>the majority of the capstones. like, the only good ones i can think of are the artificer, druid, and paladin. the barbarian and fighter are functional but boring, and then every other capstone sucks. well, maybe not the rogue one. it seems really limited for a capstone but it might be fine.</p><p></p><p>short rests should be 10 minutes. i have no clue why they made it an hour.</p><p></p><p>sorcerers being the metamagic class. actually, no, metamagic being a class gimmick at all. why is this a class gimmick? why not just let it be a thing casters can get access to, whether through feats or some other mea--OH, RIGHT, BECAUSE YOU MADE THOSE <strong>OPTIONAL. </strong></p><p></p><p>i don't even know if the exploration or social pillars actually exist. on the social side that doesn't matter much because we're all human beings and we know how to talk to each other presumably, but on the exploration side...uh, yeah, have fun with that, ranger.</p><p></p><p>a personal issue more then anything - i don't care for artificers as casters. i'd prefer artificers as semi-martials (e.g. rogue) with better magic item prowess. a less personal issue - magic item crafting basically not existing forces artificers into a really weird design space where they're almost a warlock that can give their invocations to other people, which just feels...strange.</p><p></p><p>skills. the line between some of them is far too thin (PERCEPTION AND INVESTIGATION. there is no cough.), and also the optional rule divorcing ability scores from skills should honestly just be base.</p><p></p><p>what is the point of tools? does XANATHAR even know?</p><p></p><p>no tags to determine if something is magical or not. this was in 3e. why did we ditch this?</p><p></p><p>in short, the game's just not done. also short rests are too long, and make metamagic class-agnostic again.</p></blockquote><p></p>
[QUOTE="W'rkncacnter, post: 8719484, member: 7033455"] pbft, well, uh... saving throws. their distribution is absolutely terrible and the reasoning behind why something requires a particular saving throw seems inconsistent at best. feats being an optional rule that requires you to give up an ASI and just generally being completely unbalanced. MULTICLASSING being an optional rule and thus seemingly not even being considered at all in class design. ASIs being tied to class instead of character level. overly simple weapons. magic items, both crafting them and assigning costs to them. the majority of the capstones. like, the only good ones i can think of are the artificer, druid, and paladin. the barbarian and fighter are functional but boring, and then every other capstone sucks. well, maybe not the rogue one. it seems really limited for a capstone but it might be fine. short rests should be 10 minutes. i have no clue why they made it an hour. sorcerers being the metamagic class. actually, no, metamagic being a class gimmick at all. why is this a class gimmick? why not just let it be a thing casters can get access to, whether through feats or some other mea--OH, RIGHT, BECAUSE YOU MADE THOSE [B]OPTIONAL. [/B] i don't even know if the exploration or social pillars actually exist. on the social side that doesn't matter much because we're all human beings and we know how to talk to each other presumably, but on the exploration side...uh, yeah, have fun with that, ranger. a personal issue more then anything - i don't care for artificers as casters. i'd prefer artificers as semi-martials (e.g. rogue) with better magic item prowess. a less personal issue - magic item crafting basically not existing forces artificers into a really weird design space where they're almost a warlock that can give their invocations to other people, which just feels...strange. skills. the line between some of them is far too thin (PERCEPTION AND INVESTIGATION. there is no cough.), and also the optional rule divorcing ability scores from skills should honestly just be base. what is the point of tools? does XANATHAR even know? no tags to determine if something is magical or not. this was in 3e. why did we ditch this? in short, the game's just not done. also short rests are too long, and make metamagic class-agnostic again. [/QUOTE]
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