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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="Upper_Krust" data-source="post: 8730121" data-attributes="member: 326"><p>I've read the entire thread, I doubt I'll say too much that others have not already mentioned at some point, but here are my thoughts...</p><p></p><p>1. <strong>High Level play</strong> doesn't have enough thought behind it (and hasn't for several editions). For those that remember AD&D, high level play branched into the players running their own stronghold or warband or temple, etc. Yes you could continue without this aspect, but it made high-level play feel DISTINCT from the low-mid level game.</p><p></p><p>2. Overall <strong>Monster Design</strong> is mechanically lacking, especially (but not limited to) things like the dragons and giants. Few of the monsters seem to have unique or interesting mechanics.</p><p></p><p>3. The <strong>Monster Stat-blocks</strong> regurgitate a lot of the same material and pad stuff out filling space (the Magic Resistance trait text instead of just having Magic listed as a Resistance, the same text explaining Legendary Actions, etc.). You could probably reduce most stat-blocks by 30% by just eliminating the padding.</p><p></p><p>4. The <strong>Published Adventures</strong> are weak (and have been for a few editions). If I had to point the finger at one specific thing its that they are too padded out - too many encounters.</p><p></p><p>5. <strong>Challenge Rating</strong> is a bit of a mess. I think the main culprit for this is that using secondary modifiers as a contributing factor completely nerfs monster damage - which is why most of the high level monsters are underwhelming for their respective CR's.</p><p></p><p>6. ...personal preference here but <strong>I strongly dislike the art</strong> in 5E. All too often it has some muted, pastel, washed-out, half-tone drabness that I don't remember in previous editions. I would love to see some black & white line art with strong contrast shadows and/or vibrant colour pieces that don't look like they have been set to 50% transparency and then had a dollop of lilac watercolour sploshed onto the page.</p><p></p><p>7. Lastly, the biggest villain in 5E D&D is the graphic designer thought having <strong>page numbers</strong> in the core rulebooks be TINY and FADED was a good idea..."From Hell's heart I stab at thee!"</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 8730121, member: 326"] I've read the entire thread, I doubt I'll say too much that others have not already mentioned at some point, but here are my thoughts... 1. [B]High Level play[/B] doesn't have enough thought behind it (and hasn't for several editions). For those that remember AD&D, high level play branched into the players running their own stronghold or warband or temple, etc. Yes you could continue without this aspect, but it made high-level play feel DISTINCT from the low-mid level game. 2. Overall [B]Monster Design[/B] is mechanically lacking, especially (but not limited to) things like the dragons and giants. Few of the monsters seem to have unique or interesting mechanics. 3. The [B]Monster Stat-blocks[/B] regurgitate a lot of the same material and pad stuff out filling space (the Magic Resistance trait text instead of just having Magic listed as a Resistance, the same text explaining Legendary Actions, etc.). You could probably reduce most stat-blocks by 30% by just eliminating the padding. 4. The [B]Published Adventures[/B] are weak (and have been for a few editions). If I had to point the finger at one specific thing its that they are too padded out - too many encounters. 5. [B]Challenge Rating[/B] is a bit of a mess. I think the main culprit for this is that using secondary modifiers as a contributing factor completely nerfs monster damage - which is why most of the high level monsters are underwhelming for their respective CR's. 6. ...personal preference here but [B]I strongly dislike the art[/B] in 5E. All too often it has some muted, pastel, washed-out, half-tone drabness that I don't remember in previous editions. I would love to see some black & white line art with strong contrast shadows and/or vibrant colour pieces that don't look like they have been set to 50% transparency and then had a dollop of lilac watercolour sploshed onto the page. 7. Lastly, the biggest villain in 5E D&D is the graphic designer thought having [B]page numbers[/B] in the core rulebooks be TINY and FADED was a good idea..."From Hell's heart I stab at thee!" [/QUOTE]
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What (if anything) do you find "wrong" with 5E?
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