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What rule(s) is 5e missing?
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<blockquote data-quote="DND_Reborn" data-source="post: 8637308" data-attributes="member: 6987520"><p>No, I fully believe they <em>are</em> competent but purposefully chose a design philosophy which, as it happens, requires less work and feels incomplete to me. I am not saying, for what <em>was</em> done, it is necessarily <em>bad</em> (some is to me but that is the over simplicity issue--and completely subjective of course!), simply that I wish they had gone further. As I already said, I do not expect (or want) a game with rules for literally <em>everything</em> but 5E feels lacking to me.</p><p></p><p>And with everything I have posted here, I have done A LOT of game design work. Sure, for me it is a hobby and not a <em>job</em>, but that doesn't mean I haven't put in the hours designing, developing, and playtesting.</p><p></p><p></p><p>Great question!</p><p></p><p>The answer is pretty simple but involves a few elements:</p><p></p><p>1. The group I started with a few years ago wanted to play 5E as that was all they were exposed to.</p><p>2. I only own 5E material (well, very little 3.5 and no Pathfinder) besides AD&D stuff.</p><p>3. I played 3E/3.5E back in 2007 and it has very nice rules, but too much "extra" stuff* for my tastes.</p><p>4. I (briefly) looked at Pathfinder and found it also suffered from the "extra" stuff.</p><p></p><p>What do I mean by "extra" stuff? Well, it is the overabundance of features for PCs, et al., that what I want. 5E also suffers from this issue. I know goes against the modern trend--"more is more" instead of the old "less is more" which I personally enjoy.</p><p></p><p>The best game system for me would involve concrete, well-thought-out and complete rule systems for what you want to do instead of focusing on all the stuff you "get to do" (i.e. features).</p><p></p><p>As an aside, I recently had a conversation with a couple older players from the AD&D 1E/2E days (before all the guides and splat of 2E) and asked them: "Did all the fighters you played back then feel the same?" Universally the answer was "no". So I asked why not? After all, all you did was attack, attack, attack, and so on. The answer was basically because the core class features were unvaried, the variance came in form of other aspects of the fighter: STR vs. DEX, melee vs. ranged, sword/shield vs. 2-weapon, race, particular weapon choice, focus of desire magical items, and most importantly--role-playing choices!</p><p></p><p>In an odd way, I feel almost like AD&D was really more "open" than 5E is, because 5E gives you choices and most players feel like those features define their character. I am probably not explaining it well, but I don't really know how else to say it.</p><p></p><p></p><p>I see your point but we will simply disagree on this. There is a certain elegance to confined design, but when DMs are fairly flat-out told: just do it however you want, don't ask us for the rules-- it seems lazy to me.</p><p></p><p>As I've said, a <em>bit</em> farther, a <em>bit</em> more rules and guidance and suggestions on <em>how</em> to extrapolate your own rulings, probably would have solved the design flaw for me.</p><p></p><p></p><p>LOL probably then! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Even a more "complete" 5E would have tons of leeway. My point is they could have <em>made</em> the rules more thorough and people could always ignore them or change them as desired (if desired!). Without them, DMs (especially novice DMs) are left more in the dark which makes creating fair and consistent rulings harder.</p><p></p><p>I feel like most of it, if taken <em>one step farther</em>, would have been much more acceptable for me. But, they didn't take that step... and so the game feels incomplete to me when it comes to rules.</p><p></p><p>Finally, I'll reiterate, I am not saying that is <em>bad</em> design (for most), but is <em>bad design</em> for ME. Obviously, due to a plethora of reasons, 5E is incredibly popular and successful, but as I wrote in the other thread--without some major design changes, I won't be investing much more in D&D. That's fine with me, for what it is worth, I've had decades of enjoyment from the game and if I can find the players willing to return to prior editions or stick with my 5E mod, I'll keep playing--just not spending. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8637308, member: 6987520"] No, I fully believe they [I]are[/I] competent but purposefully chose a design philosophy which, as it happens, requires less work and feels incomplete to me. I am not saying, for what [I]was[/I] done, it is necessarily [I]bad[/I] (some is to me but that is the over simplicity issue--and completely subjective of course!), simply that I wish they had gone further. As I already said, I do not expect (or want) a game with rules for literally [I]everything[/I] but 5E feels lacking to me. And with everything I have posted here, I have done A LOT of game design work. Sure, for me it is a hobby and not a [I]job[/I], but that doesn't mean I haven't put in the hours designing, developing, and playtesting. Great question! The answer is pretty simple but involves a few elements: 1. The group I started with a few years ago wanted to play 5E as that was all they were exposed to. 2. I only own 5E material (well, very little 3.5 and no Pathfinder) besides AD&D stuff. 3. I played 3E/3.5E back in 2007 and it has very nice rules, but too much "extra" stuff* for my tastes. 4. I (briefly) looked at Pathfinder and found it also suffered from the "extra" stuff. What do I mean by "extra" stuff? Well, it is the overabundance of features for PCs, et al., that what I want. 5E also suffers from this issue. I know goes against the modern trend--"more is more" instead of the old "less is more" which I personally enjoy. The best game system for me would involve concrete, well-thought-out and complete rule systems for what you want to do instead of focusing on all the stuff you "get to do" (i.e. features). As an aside, I recently had a conversation with a couple older players from the AD&D 1E/2E days (before all the guides and splat of 2E) and asked them: "Did all the fighters you played back then feel the same?" Universally the answer was "no". So I asked why not? After all, all you did was attack, attack, attack, and so on. The answer was basically because the core class features were unvaried, the variance came in form of other aspects of the fighter: STR vs. DEX, melee vs. ranged, sword/shield vs. 2-weapon, race, particular weapon choice, focus of desire magical items, and most importantly--role-playing choices! In an odd way, I feel almost like AD&D was really more "open" than 5E is, because 5E gives you choices and most players feel like those features define their character. I am probably not explaining it well, but I don't really know how else to say it. I see your point but we will simply disagree on this. There is a certain elegance to confined design, but when DMs are fairly flat-out told: just do it however you want, don't ask us for the rules-- it seems lazy to me. As I've said, a [I]bit[/I] farther, a [I]bit[/I] more rules and guidance and suggestions on [I]how[/I] to extrapolate your own rulings, probably would have solved the design flaw for me. LOL probably then! :) Even a more "complete" 5E would have tons of leeway. My point is they could have [I]made[/I] the rules more thorough and people could always ignore them or change them as desired (if desired!). Without them, DMs (especially novice DMs) are left more in the dark which makes creating fair and consistent rulings harder. I feel like most of it, if taken [I]one step farther[/I], would have been much more acceptable for me. But, they didn't take that step... and so the game feels incomplete to me when it comes to rules. Finally, I'll reiterate, I am not saying that is [I]bad[/I] design (for most), but is [I]bad design[/I] for ME. Obviously, due to a plethora of reasons, 5E is incredibly popular and successful, but as I wrote in the other thread--without some major design changes, I won't be investing much more in D&D. That's fine with me, for what it is worth, I've had decades of enjoyment from the game and if I can find the players willing to return to prior editions or stick with my 5E mod, I'll keep playing--just not spending. ;) [/QUOTE]
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