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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="Hussar" data-source="post: 8730200" data-attributes="member: 22779"><p>[USER=7030755]@Malmuria[/USER] - I can see your point. In my online games, tracking things is a LOT easier than in face to face. Drop an effect on the target and most of the tracking is done by the system, including things like Concentration checks and the like. But, when my College of Whispers player drops his bardic inspiration on something, the wall of text for the effect is HUGE. There's just so many ifs, thens, and maybes in the description. Normally an effect is a line or two on the combat tracker in Fantasy Grounds. Bardic Inspiration is like seven lines long. :wow: </p><p></p><p>So, yeah, some simplifying might be nice. Effects like choosing between Unarmored Defense and Heavy Armor are fine because these are choices made at chargen or level up and only impact that specific character. But when you start getting into stuff that impacts play, round by round, and multiple characters, it can be a real drag on the game.</p><p></p><p>I remember a few years back we had a Druid (the one that can summon a spirit that grants Temp HP), and an artificer (the one that can drop the turret that grants temp HP). Then the druid would start dropping summonings. So, we'd have to add like 8 wolves to the combat, rejigger their HP because of feats or whatnot, add in Temp Hp depending on whether or not the turret was popped out, and then deal with those Temp hp coming back each round because of the turret. It was a LOT to track.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8730200, member: 22779"] [USER=7030755]@Malmuria[/USER] - I can see your point. In my online games, tracking things is a LOT easier than in face to face. Drop an effect on the target and most of the tracking is done by the system, including things like Concentration checks and the like. But, when my College of Whispers player drops his bardic inspiration on something, the wall of text for the effect is HUGE. There's just so many ifs, thens, and maybes in the description. Normally an effect is a line or two on the combat tracker in Fantasy Grounds. Bardic Inspiration is like seven lines long. :wow: So, yeah, some simplifying might be nice. Effects like choosing between Unarmored Defense and Heavy Armor are fine because these are choices made at chargen or level up and only impact that specific character. But when you start getting into stuff that impacts play, round by round, and multiple characters, it can be a real drag on the game. I remember a few years back we had a Druid (the one that can summon a spirit that grants Temp HP), and an artificer (the one that can drop the turret that grants temp HP). Then the druid would start dropping summonings. So, we'd have to add like 8 wolves to the combat, rejigger their HP because of feats or whatnot, add in Temp Hp depending on whether or not the turret was popped out, and then deal with those Temp hp coming back each round because of the turret. It was a LOT to track. [/QUOTE]
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What (if anything) do you find "wrong" with 5E?
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