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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="tetrasodium" data-source="post: 8727678" data-attributes="member: 93670"><p>I might be misunderstanding your point but different pointbuy budgets & rulesets allow differing budgets for the GM to fill with magic items.. It's not so simple that a sidebar alone can handle things. At the core D&D is math & there are now thirteen classes with umpteen archetypes between them but they don't all benefit to the same or even similar degrees by getting magic items & some of them barely benefit at all or can only really benefit in insane ways.</p><p></p><ul> <li data-xf-list-type="ul">a +N weapon or weapon that gives an extra damage die is going to benefit a barbarian or paladin more than a rogue & a level 11+ fighter more than all three. Things like DR used to allow some mitigation if that was to a problematic degree but DR is gone and those three classes are tuned with math pegged to the expectation that they will have zero magic items</li> <li data-xf-list-type="ul">Meanwhile a wizard/sorcerer/some warlocks getting the same on a dagger won't benefit at all. They can get a wand but those come in varieties that improve spell attack/save DC & do nothing about damage but the nondamage group niche those casters can often occupy barely even factors in there. SR:Yes/no used to split glass cannon & utility/controller builds but spells aren't tagged with those & it's a nontrivial thing to expect a GM to bolt it on. It used to be that between less guaranteed recovery & vancian prep casters could get a lot of benefit from cheap disposable wands, but wands are self recharging now & the presence of cantrips makes giving them out a much more difficult thing for a GM to budget.</li> <li data-xf-list-type="ul">Body slots used to allow a GM to force problematic items out of use by providing differently awesome things the player wants but can't without conflict... except body slots are gone & the PCs themselves are expected to remain at zero magic items so they are already over budget when they get the first with no real room to grow out of it needing other areas of improvement. iirc even 2e had them to some degree</li> <li data-xf-list-type="ul">etc</li> </ul><p>The rules surrounding it need to be written understanding the problems and the rest of the system needs to be written so the GM is aided in adjusting it during a campaign expected to last longer than a one shot rather than thwarted</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8727678, member: 93670"] I might be misunderstanding your point but different pointbuy budgets & rulesets allow differing budgets for the GM to fill with magic items.. It's not so simple that a sidebar alone can handle things. At the core D&D is math & there are now thirteen classes with umpteen archetypes between them but they don't all benefit to the same or even similar degrees by getting magic items & some of them barely benefit at all or can only really benefit in insane ways. [LIST] [*]a +N weapon or weapon that gives an extra damage die is going to benefit a barbarian or paladin more than a rogue & a level 11+ fighter more than all three. Things like DR used to allow some mitigation if that was to a problematic degree but DR is gone and those three classes are tuned with math pegged to the expectation that they will have zero magic items [*]Meanwhile a wizard/sorcerer/some warlocks getting the same on a dagger won't benefit at all. They can get a wand but those come in varieties that improve spell attack/save DC & do nothing about damage but the nondamage group niche those casters can often occupy barely even factors in there. SR:Yes/no used to split glass cannon & utility/controller builds but spells aren't tagged with those & it's a nontrivial thing to expect a GM to bolt it on. It used to be that between less guaranteed recovery & vancian prep casters could get a lot of benefit from cheap disposable wands, but wands are self recharging now & the presence of cantrips makes giving them out a much more difficult thing for a GM to budget. [*]Body slots used to allow a GM to force problematic items out of use by providing differently awesome things the player wants but can't without conflict... except body slots are gone & the PCs themselves are expected to remain at zero magic items so they are already over budget when they get the first with no real room to grow out of it needing other areas of improvement. iirc even 2e had them to some degree [*]etc [/LIST] The rules surrounding it need to be written understanding the problems and the rest of the system needs to be written so the GM is aided in adjusting it during a campaign expected to last longer than a one shot rather than thwarted [/QUOTE]
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What (if anything) do you find "wrong" with 5E?
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