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What is your oppinion of 5.24 so far?
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<blockquote data-quote="Stalker0" data-source="post: 9405971" data-attributes="member: 5889"><p>If I were to look at the fundamental "flaws" of 5e and tried to narrow it to a nice short list it would be these. Doesn't mean don't have other problems with the edition (as I have problems with every edition), but I would say these are the biggest ones.</p><p></p><p>1) Concentration is used too much as a club. The concept is good, but it really should have been divided into two mechanics (one that prevents two spells from stacking, the other to be able to disrupt if the caster takes damage). As is concentration dominating a lot of caster spell selections and means lots of spells just never see play because the almighty concentration factor is too important. It also generates a ton of saving throws every time the wizard stubs their toe.</p><p></p><p>--from all conversations this is not addressed in 5.24. We might see a few spells lose/gain concentration but no fundamental changes here.</p><p></p><p>2) Useless gold. 5e doles out gold with very little purpose.</p><p>--the new bastion rules and perhaps some new item buying rules might help address this, jury is still out.</p><p></p><p>3) CRs are very poorly mathed out. The current CR system is designed for absolute newbies who want to play the game on easy mode, and once you get to ~5th level the CRs just don't work. Now CRs are always a bit of an art than a science, but high level CRs are a joke compared to what high level parties do. Considering the wealth of raise dead/come back abilities at high levels, fights should be MORE deadly (with the "easy mode" being easy resurrection) rather than just cake walk battles.</p><p>--WOTC has suggested that a lot of monsters have been retooled to better fit their CR, so probably the biggest hope for 5.24 on this list.</p><p></p><p>4) The game still does not well support a "small number of encounter per day" model. This is 2024, dnd has moved out of the dungeon and has now embraced a much larger world. Many groups do lesser combats in favor of more roleplaying, or do more overland travel type games where 1-2 encounters a day (or even less!) is the norm rather than the 6-8 encounters the game is balanced around.</p><p></p><p>This was fine in older editions where that was the exception, but now that its the norm (or at least a sizable minority of the player base), this has gone from a rough spot to a true flaw in the game.</p><p></p><p>--5.24 has created a bit more incentive to short rest, and has reigned in a few of the "nova" options that is only really a problem for these groups that do limited encounters per day. So I would say 5.24 has done a bit of work here, but the fundamental bones (and therefore the fundamental issue) has not changed.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9405971, member: 5889"] If I were to look at the fundamental "flaws" of 5e and tried to narrow it to a nice short list it would be these. Doesn't mean don't have other problems with the edition (as I have problems with every edition), but I would say these are the biggest ones. 1) Concentration is used too much as a club. The concept is good, but it really should have been divided into two mechanics (one that prevents two spells from stacking, the other to be able to disrupt if the caster takes damage). As is concentration dominating a lot of caster spell selections and means lots of spells just never see play because the almighty concentration factor is too important. It also generates a ton of saving throws every time the wizard stubs their toe. --from all conversations this is not addressed in 5.24. We might see a few spells lose/gain concentration but no fundamental changes here. 2) Useless gold. 5e doles out gold with very little purpose. --the new bastion rules and perhaps some new item buying rules might help address this, jury is still out. 3) CRs are very poorly mathed out. The current CR system is designed for absolute newbies who want to play the game on easy mode, and once you get to ~5th level the CRs just don't work. Now CRs are always a bit of an art than a science, but high level CRs are a joke compared to what high level parties do. Considering the wealth of raise dead/come back abilities at high levels, fights should be MORE deadly (with the "easy mode" being easy resurrection) rather than just cake walk battles. --WOTC has suggested that a lot of monsters have been retooled to better fit their CR, so probably the biggest hope for 5.24 on this list. 4) The game still does not well support a "small number of encounter per day" model. This is 2024, dnd has moved out of the dungeon and has now embraced a much larger world. Many groups do lesser combats in favor of more roleplaying, or do more overland travel type games where 1-2 encounters a day (or even less!) is the norm rather than the 6-8 encounters the game is balanced around. This was fine in older editions where that was the exception, but now that its the norm (or at least a sizable minority of the player base), this has gone from a rough spot to a true flaw in the game. --5.24 has created a bit more incentive to short rest, and has reigned in a few of the "nova" options that is only really a problem for these groups that do limited encounters per day. So I would say 5.24 has done a bit of work here, but the fundamental bones (and therefore the fundamental issue) has not changed. [/QUOTE]
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