Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What (if anything) do you find "wrong" with 5E?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Helldritch" data-source="post: 8723673" data-attributes="member: 6855114"><p>A bit late to the party but lots of interesting posts and it kept civil for most parts. It is fun to see such diverse opinions shared with respects. </p><p></p><p>My personnal grippes with 5ed...</p><p></p><p>1) Balanced for a party of 4. Having 6 characters in a group + sidekicks make the game a bit swinging but fortunately I found ways.</p><p></p><p>2) The game is often unclear as to what to expect when running. It is not clear from the get go that classes are balanced around the 6-8 encounters per day. And around two short rests between long rests. You can't even imagine the number of young DMs that never saw or guessed that it was so.</p><p></p><p>3) Using plain language has its good sides, buy also have serious drawbacks. The least of which is interpretation. </p><p></p><p>4) The indexes are mostly a mess...</p><p></p><p>5) The DMG is good, but focuses too much on world building and not on how to run the game as intended. The math behind monster creation is obscure and not what is presented in the DMG. Someone shared a post about this in this very thread. It simply confirmed my own analysis I had made during our playtest phase with my groups. They should have been clearer, this way, adapting combat encounter difficulty to the group's size would have been way easier.</p><p></p><p>6) They should have been clearer about short rests and long rests mechanics. Each classes should have had dips in both mechanics. With the discrepancy in classes that requires one or the other, it is unclear for new players and DMs what should be done. </p><p></p><p>6) Not enough skills and too much at the same time. The skill system is wonky. Some skills are ultra good while others are meh... Classes with a weak versatility should have had a bit more skills. While casters should have had a bit less, focusing mainly on knowledge-based skills. Presently, fighters lack about 2 or 3 skills to be at the right spot. And some classes should have had some skills from the get go. A ranger without survival can happen...</p><p></p><p>6) Skills are too related to stats. How come can the rogue be better at arcane than the wizard? Or better at religion than the cleric? Or more knowledgeable in nature than the druid? Classes should have had a bonus to "class" skills. </p><p></p><p>7) The concentration mechanic is good on papers as it prevents math bloat and the piling on of defensive/offensive spells. But on practice it makes it so that caster prefer to cast concentration spells on themselves as they are either stuck to one target or that the spell takes up a vital slot that could be used for something way better. Also, the fear of losing concentration is a real thing. I have my own solution for this but this would be for another thread. </p><p></p><p>8) No save or suck. While I understand that doing nothing during a combat is boring, it also lessen the danger some monsters and spells represents. Getting a save every round is simply too strong. </p><p></p><p>9) Too many HPs... Both for the monsters and the PCs. A wee bit higher ACs would have done the job and kept HPs at manageable levels, especially near the level/CR 15+ Character feels like super heroes from the get go. I wanted zeroes to heroes... But I corrected this with gritty realism.</p><p></p><p>10) Options that are not options. How cone feats are optional? I simply do not know a single table that do not use them. And WotC acknowledged this by adding more in TCoE. And magical.items are pretty much assumed in fantasy. Saying they are optional is simply denying the facts. Game balance should have taken them into consideration. </p><p></p><p>11) What to do with money? Again, why give treasure if you have nothing to spend it on? I corrected this oversight by myself, but a lot of DMs out there have no clues on how to make treasure matter for their players. Again, I have remedied to this, but my/our solutions might not be for everyone. </p><p></p><p>12) Easy healing overnight. Who got this idea at WotC? HD healing on short rests? Come on. Short rests at one hour is breaking the narrative, 10 minutes should have the the norm (or the hybrid of gritty realism I am using). Healing outside combat is way too plentiful and too scarce in combat. This makes healers role ambiguous at best. The only good thing is that they are no longer healbots. But it could have been achieved in a much better way. </p><p></p><p>13) A lot, no all of the true optional rules are hidden in the DMG that no one but me read.... A lot of the optional rules should have been the standard. Not the other way around. </p><p></p><p>And yet, this is the edition that I prefer. Simply because for all its weak points, it is still better design than it's former iterations. It is unfortunate that the true gems were hidden in the DMG.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8723673, member: 6855114"] A bit late to the party but lots of interesting posts and it kept civil for most parts. It is fun to see such diverse opinions shared with respects. My personnal grippes with 5ed... 1) Balanced for a party of 4. Having 6 characters in a group + sidekicks make the game a bit swinging but fortunately I found ways. 2) The game is often unclear as to what to expect when running. It is not clear from the get go that classes are balanced around the 6-8 encounters per day. And around two short rests between long rests. You can't even imagine the number of young DMs that never saw or guessed that it was so. 3) Using plain language has its good sides, buy also have serious drawbacks. The least of which is interpretation. 4) The indexes are mostly a mess... 5) The DMG is good, but focuses too much on world building and not on how to run the game as intended. The math behind monster creation is obscure and not what is presented in the DMG. Someone shared a post about this in this very thread. It simply confirmed my own analysis I had made during our playtest phase with my groups. They should have been clearer, this way, adapting combat encounter difficulty to the group's size would have been way easier. 6) They should have been clearer about short rests and long rests mechanics. Each classes should have had dips in both mechanics. With the discrepancy in classes that requires one or the other, it is unclear for new players and DMs what should be done. 6) Not enough skills and too much at the same time. The skill system is wonky. Some skills are ultra good while others are meh... Classes with a weak versatility should have had a bit more skills. While casters should have had a bit less, focusing mainly on knowledge-based skills. Presently, fighters lack about 2 or 3 skills to be at the right spot. And some classes should have had some skills from the get go. A ranger without survival can happen... 6) Skills are too related to stats. How come can the rogue be better at arcane than the wizard? Or better at religion than the cleric? Or more knowledgeable in nature than the druid? Classes should have had a bonus to "class" skills. 7) The concentration mechanic is good on papers as it prevents math bloat and the piling on of defensive/offensive spells. But on practice it makes it so that caster prefer to cast concentration spells on themselves as they are either stuck to one target or that the spell takes up a vital slot that could be used for something way better. Also, the fear of losing concentration is a real thing. I have my own solution for this but this would be for another thread. 8) No save or suck. While I understand that doing nothing during a combat is boring, it also lessen the danger some monsters and spells represents. Getting a save every round is simply too strong. 9) Too many HPs... Both for the monsters and the PCs. A wee bit higher ACs would have done the job and kept HPs at manageable levels, especially near the level/CR 15+ Character feels like super heroes from the get go. I wanted zeroes to heroes... But I corrected this with gritty realism. 10) Options that are not options. How cone feats are optional? I simply do not know a single table that do not use them. And WotC acknowledged this by adding more in TCoE. And magical.items are pretty much assumed in fantasy. Saying they are optional is simply denying the facts. Game balance should have taken them into consideration. 11) What to do with money? Again, why give treasure if you have nothing to spend it on? I corrected this oversight by myself, but a lot of DMs out there have no clues on how to make treasure matter for their players. Again, I have remedied to this, but my/our solutions might not be for everyone. 12) Easy healing overnight. Who got this idea at WotC? HD healing on short rests? Come on. Short rests at one hour is breaking the narrative, 10 minutes should have the the norm (or the hybrid of gritty realism I am using). Healing outside combat is way too plentiful and too scarce in combat. This makes healers role ambiguous at best. The only good thing is that they are no longer healbots. But it could have been achieved in a much better way. 13) A lot, no all of the true optional rules are hidden in the DMG that no one but me read.... A lot of the optional rules should have been the standard. Not the other way around. And yet, this is the edition that I prefer. Simply because for all its weak points, it is still better design than it's former iterations. It is unfortunate that the true gems were hidden in the DMG. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What (if anything) do you find "wrong" with 5E?
Top