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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="Malmuria" data-source="post: 8729982" data-attributes="member: 7030755"><p>For those who want wotc to release more options for more customization: how do you deal with bloat and cognitive load? And do other games (e.g. pathfinder 2e) not have this problem, or does that game just appeal to people who can manage more active things at once.</p><p></p><p>For example, for the one 5e game that I'm in, I was thinking of playing a college of creation bard, but then I read it and realized it was just too much. For example, the mote of potential provides additional effects based on how it is used. In fact, if it is used for a saving throw it provides <em>another</em> effect on top of that:</p><p></p><p></p><p></p><p>So now your fellow player has to keep track of the bardic inspiration, at a particular die size, pay attention to the variable effects depending on what type of roll they are making, and then remember to add the temporary hp that have a bonus equal to the cha modifier of a different PC. If everyone is really proficient with the game and paying attention, this might not take so long, but there are many "fail" points in there that cause extra time per round (rule or stat lookups, reminders to use something, action economy). At 6th level, the same bardic bonus actions can be used to control their summoned flying weapon, which has this feature:</p><p></p><p></p><p>So you send the dancing weapon into battle and now all of a sudden a handful of creatures have either increased or decreased movement rates for the next turn. More tracking! </p><p> </p><p>Is this what people want? Do you find this adds friction and lengthens combat time at your table? The recent UA struck me as full of stuff like this. It seems the designers have been trying to maximize the action economy (providing more uses for bonus actions and reactions) and utilize the "design space" of things that are somewhat peripheral to the core game, like temporary hit points.</p><p></p><p>I don't think it's about being veterans of the game or not. My table is half people who have been playing for the entirety of 5e, and the other half people have been playing since AD&D. But we play for only two hours a week, in the evening, after kids have gone to sleep, and we have no energy for those types of options.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8729982, member: 7030755"] For those who want wotc to release more options for more customization: how do you deal with bloat and cognitive load? And do other games (e.g. pathfinder 2e) not have this problem, or does that game just appeal to people who can manage more active things at once. For example, for the one 5e game that I'm in, I was thinking of playing a college of creation bard, but then I read it and realized it was just too much. For example, the mote of potential provides additional effects based on how it is used. In fact, if it is used for a saving throw it provides [I]another[/I] effect on top of that: So now your fellow player has to keep track of the bardic inspiration, at a particular die size, pay attention to the variable effects depending on what type of roll they are making, and then remember to add the temporary hp that have a bonus equal to the cha modifier of a different PC. If everyone is really proficient with the game and paying attention, this might not take so long, but there are many "fail" points in there that cause extra time per round (rule or stat lookups, reminders to use something, action economy). At 6th level, the same bardic bonus actions can be used to control their summoned flying weapon, which has this feature: So you send the dancing weapon into battle and now all of a sudden a handful of creatures have either increased or decreased movement rates for the next turn. More tracking! Is this what people want? Do you find this adds friction and lengthens combat time at your table? The recent UA struck me as full of stuff like this. It seems the designers have been trying to maximize the action economy (providing more uses for bonus actions and reactions) and utilize the "design space" of things that are somewhat peripheral to the core game, like temporary hit points. I don't think it's about being veterans of the game or not. My table is half people who have been playing for the entirety of 5e, and the other half people have been playing since AD&D. But we play for only two hours a week, in the evening, after kids have gone to sleep, and we have no energy for those types of options. [/QUOTE]
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What (if anything) do you find "wrong" with 5E?
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