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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="SakanaSensei" data-source="post: 8723517" data-attributes="member: 7033162"><p>The more I play 5E, the more I find everything that has to do with combat exhausting. It's very fun for me to think of character concepts, build characters, tool around with options. This kind of thought process is what drew me to A5E and led me to backing it.</p><p></p><p>But the more I play, the more I realize that in practice, that stuff gets in the way of what I want from my time at the table. Combat takes way too long, things are incredibly granular. I think a turning point was me feeling frustrated with combat specifically and then looking at other games to see how they handled things. The biggest ones, for me, were looking at Ironsworn, it's sci-fi version Starforged, and then Cortex Prime. Reading and understanding those games and then coming back to DnD, all I can wonder are things like, "Why are to hit and damage rolls separate? Why is this massive spell list of set effects needed? Why do characters need an Action, Bonus Action, and Reaction every turn? Why are there so many fiddly bits to track, from Spell Slots to PBx/day abilities?" </p><p></p><p>All of those things, and more, just add so much clunk that gets in the way of what I and my table want at the table: telling cool stories with dope action sequences. If an action sequence takes more than half an hour, it has hopelessly gone off the rails as far as I'm concerned at this point. The excitement is gone, replaced by waiting for your turn to come back around.</p></blockquote><p></p>
[QUOTE="SakanaSensei, post: 8723517, member: 7033162"] The more I play 5E, the more I find everything that has to do with combat exhausting. It's very fun for me to think of character concepts, build characters, tool around with options. This kind of thought process is what drew me to A5E and led me to backing it. But the more I play, the more I realize that in practice, that stuff gets in the way of what I want from my time at the table. Combat takes way too long, things are incredibly granular. I think a turning point was me feeling frustrated with combat specifically and then looking at other games to see how they handled things. The biggest ones, for me, were looking at Ironsworn, it's sci-fi version Starforged, and then Cortex Prime. Reading and understanding those games and then coming back to DnD, all I can wonder are things like, "Why are to hit and damage rolls separate? Why is this massive spell list of set effects needed? Why do characters need an Action, Bonus Action, and Reaction every turn? Why are there so many fiddly bits to track, from Spell Slots to PBx/day abilities?" All of those things, and more, just add so much clunk that gets in the way of what I and my table want at the table: telling cool stories with dope action sequences. If an action sequence takes more than half an hour, it has hopelessly gone off the rails as far as I'm concerned at this point. The excitement is gone, replaced by waiting for your turn to come back around. [/QUOTE]
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What (if anything) do you find "wrong" with 5E?
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