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What (if anything) do you find "wrong" with 5E?
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<blockquote data-quote="James Gasik" data-source="post: 8733239" data-attributes="member: 6877472"><p>I think the main issue with the Four Elements Monk is just that their powers are so expensive with Ki. If a standard Monk feels like they can't use many of their neat tricks in an encounter at low levels, it's likely much worse for the Four Elements Monk.</p><p></p><p>But as with all things, there is a caveat when it comes to actual play. Most classes can perform at a baseline level in 5e; while there are balance issues between classes, it's less heinous by far than in, say, 3.5. There's a lot of factors that are hard to predict, like how many short rests you can get, and the difficulty of an individual encounter.</p><p></p><p>Storm King's Thunder, for example, has a few objectives that are basically one big fight, which can really mess with the expected power level of a class- that fight might be long and grueling, quickly causing short rest classes to run out of gas in the tank, while the long rest classes can burn through their resources with impunity.</p><p></p><p>If, as expected, the Anniversary Edition eliminates short rest recharges, I expect it will become much easier to rate the differences between a given class or subclass with other options.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8733239, member: 6877472"] I think the main issue with the Four Elements Monk is just that their powers are so expensive with Ki. If a standard Monk feels like they can't use many of their neat tricks in an encounter at low levels, it's likely much worse for the Four Elements Monk. But as with all things, there is a caveat when it comes to actual play. Most classes can perform at a baseline level in 5e; while there are balance issues between classes, it's less heinous by far than in, say, 3.5. There's a lot of factors that are hard to predict, like how many short rests you can get, and the difficulty of an individual encounter. Storm King's Thunder, for example, has a few objectives that are basically one big fight, which can really mess with the expected power level of a class- that fight might be long and grueling, quickly causing short rest classes to run out of gas in the tank, while the long rest classes can burn through their resources with impunity. If, as expected, the Anniversary Edition eliminates short rest recharges, I expect it will become much easier to rate the differences between a given class or subclass with other options. [/QUOTE]
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What (if anything) do you find "wrong" with 5E?
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