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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="Paid a bod yn dwp" data-source="post: 8721041" data-attributes="member: 6872763"><p>My broad brush stroke answer to the OP’s question is the dwindling sense of Jeopardy when you go up in levels in 5e.</p><p></p><p>Focusing down a bit I’d like to see: </p><p></p><p>• Some kind of consequence if you fall to zero hit-points. Perhaps a reworked but much simplified optional wound system. It could be presented as a 5e condition. Some people house rule Exhaustion for this use. The One Ring does this brilliantly with ‘light’ and ‘severe’ wounds. No need for graphic descriptions, leave that for the players and DM to colour. </p><p></p><p>• Separate healing and class feature recovery. So a Dm can penalise healing but allow the recovery of class features. Though ‘healing kits’ already kind of allow this option, so maybe not essential? </p><p></p><p>• More focused advice on improvised actions in the game, and how to adjudicate them in 5e. There’s a fine line to walk between class features and improvised actions. Improvisation is the key to preventing the game feeling like a board game with a series of set moves, so be good to see this highlighted and expanded in future editions - It’s nice to have the special class abilities, but also nice to improvise and keep the creativity alive.</p></blockquote><p></p>
[QUOTE="Paid a bod yn dwp, post: 8721041, member: 6872763"] My broad brush stroke answer to the OP’s question is the dwindling sense of Jeopardy when you go up in levels in 5e. Focusing down a bit I’d like to see: • Some kind of consequence if you fall to zero hit-points. Perhaps a reworked but much simplified optional wound system. It could be presented as a 5e condition. Some people house rule Exhaustion for this use. The One Ring does this brilliantly with ‘light’ and ‘severe’ wounds. No need for graphic descriptions, leave that for the players and DM to colour. • Separate healing and class feature recovery. So a Dm can penalise healing but allow the recovery of class features. Though ‘healing kits’ already kind of allow this option, so maybe not essential? • More focused advice on improvised actions in the game, and how to adjudicate them in 5e. There’s a fine line to walk between class features and improvised actions. Improvisation is the key to preventing the game feeling like a board game with a series of set moves, so be good to see this highlighted and expanded in future editions - It’s nice to have the special class abilities, but also nice to improvise and keep the creativity alive. [/QUOTE]
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What (if anything) do you find "wrong" with 5E?
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