I misread this as 'epic necromantic rat'. So now I have an idea for my next BBEG.![]()
I misread this as "epic romantic rat". I now a slightly more confusing BBEG...
I misread this as 'epic necromantic rat'. So now I have an idea for my next BBEG.![]()
While "hate" is far too strong a word, I will confess that there are some aspects of 5e that do sincerely bug me, which I can generally break up into Crunch and Fluff.Fluff:
Reversion to Old Fluff in General: Really, this sums up almost every single problem I have with 5e in terms of fluff. Although I certainly can agree that rolling back to pre-Spellplague Forgotten Realms was probably the better thing to do, as I can understand why that was the setting change that most upset the fanbase, the 4th edition came up with so many brilliant ideas that have now been all swept away in a desperate battle to win back the crowd.Well, what do you think was more important to WoTC? Fluff? Or our $?
Besides, if you're a 4e fan you didn't "lose" any of your fluff. It's sitting right there on your bookshelf.
Loss of the Nentir Vale: The Points of Light setting, ultimately renamed the Nentir Vale, was the core of the World Axis cosmology that 4e created, and so it really felt like a place where anything and everything was possible. It had character, but was blank enough to be whatever you wanted it to be. Reverting back to focusing everything on Forgotten Realms is a big step backwards that, honestly, rather bugs me.Again, not lost. Walk over to your bookshelf.
Return of the Great Wheel: While I admit that the 5e version is slightly better than old version, particularly with the tweaks to the elemental planes, the shearing of Alignment as the focus, and the retention of the Feywild & Shadowfell, I still wish they'd kept more of the World Axis cosmology. I simply found it far more enjoyable than the Great Wheel - to the point my interest in Planescape is more for Sigil itself than the rest of the multiverse. I'm particularly bugged by this because it means we've lost the Primordials, who were far more developed and interesting than the Archomentals.See above comments....
Monodimensional Gnolls: I've complained about this elsewhere, so I'll be brief - 4th edition gave gnolls a huge level of character development despite their "usually villainous" role, and 5th edition's monolithic focus on them as mindless demonspawn is a waste and an insult.Gnolls are monsters that should be farmed for XP.
That said, refer back to my comments about fluff not being lost.
Loss of Adamantine and Iron Dragons: I never liked the Alloy Dragons, so when 4e pushed them out of the limelight and gave us the Adamantine and Iron Dragons, complete with making the Iron Dragons the "Metallic Feral" and so better contrasting the Chromatics, I was greatly enthused. Their loss is a true shame.Did you ever actually play a game involving them though?
Is there anything stopping them from being in games you run?
Loss of the Primal Spirits: In all honesty, I've always hated the Druid class. It just feels completely wrong - some overpowered mashup of a shapeshifting wizard and a nature cleric and a ranger. 4th edition was the first time I actually liked the Druid, and that's because there was finally a decent amount of lore focused on why druids are actually different to nature Clerics. They paled before the Warden and the Shaman in terms of enjoyability, but at least they finally felt like they had a place. So, 5e getting rid of the Primal Spirits and going back to "they're different from nature clerics just because!" is a huge step backwards to me.But those spirits didn't do anything. And there's nothing stopping you from saying your 5e druid draws his powers from them.
As for being different "because"? Well, that was my impression of ALL the 4e classes thanks to the AEDU system....
Though I will agree with you that shape-shifting should never have been THE main feature of druids.
As is all the 'Old Fluff' before it, right there on the shelf, so there was no need for 5e to 'revert' to it, it could move forward with it's only fluffiness...Besides, if you're a 4e fan you didn't "lose" any of your fluff. It's sitting right there on your bookshelf.[/I]Reversion to Old Fluff in General: Really, this sums up almost every single problem I have with 5e in terms of fluff. 4th edition came up with so many brilliant ideas that have now been all swept away
Y'know the World Axis is briefly presented as an option? Just like the Great Wheel was briefly outlined in 4e.Return of the Great Wheel: While I admit that the 5e version is slightly better than old version, particularly with the tweaks to the elemental planes, the shearing of Alignment as the focus, and the retention of the Feywild & Shadowfell, I still wish they'd kept more of the World Axis cosmology.
The 'Dawn War Pantheon' is also presented.I'm particularly bugged by this because it means we've lost the Primordials, who were far more developed and interesting than the Archomentals.
Can you really insult anthropomorphized hyenas? Wouldn't they just laugh at you? (Before or after eating you - but not during, because you can choke on a human-bone that way.)Monodimensional Gnolls: I've complained about this elsewhere, so I'll be brief - 4th edition gave gnolls a huge level of character development despite their "usually villainous" role, and 5th edition's monolithic focus on them as mindless demonspawn is a waste and an insult.
I had great fun playing Druids back in the day. We're talking 1e D&D, Animal Friendship was just a spell not some big honking 'Companion' class feature, Druids could heal, could shape-change, could summon all sorts of things (including elementals that didn't turn on them) & call lightning, etc...Loss of the Primal Spirits: In all honesty, I've always hated the Druid class.
Yeah...It just feels completely wrong - some overpowered mashup of a shapeshifting wizard and a nature cleric and a ranger.
The 4e/E Druid was a bit of a let-down, comparatively. The PH2 Druid could shapechange but not heal or summon, the HotFK Druid could heal but not shapechange or summon, and the HotFw Druid could summon but not shapechange or heal. How lame is that? You had to cut the druid into Three pieces? (Actually, the number 3 was of particularly mystic significance to the Celts...)4th edition was the first time I actually liked the Druid, and that's because there was finally a decent amount of lore focused on why druids are actually different to nature Clerics. They paled before the Warden and the Shaman in terms of enjoyability, but at least they finally felt like they had a place.
I don't recall that 'just because' language, though I guess there's an element of arbitrariness differentiating classes, in general. Druids could very easily be interpreted as natureSo, 5e getting rid of the Primal Spirits and going back to "they're different from nature clerics just because!" is a huge step backwards to me.
I misread this as "epic romantic rat". I now a slightly more confusing BBEG...
Glad to see someone else recognising stats are more than just a game mechanic. I regularly use intelligence checks or wisdom checks for players who aren't necessarily bright enough to see the obvious, but whose "character" certainly is. Conversely a player who deliberately downplayed his characters intelligence to match his stats, certainly got rewarded in individual XP award, for good "character" play. My players certainly found fate against them, if they were playing "out to f character" for their stats.In my version of AD&D-style/Speed Factor Initiative, I have monsters and PCs declare actions in order of Intelligence, lowest to highest. It makes Intelligence hugely important for anyone who wants to do complex situationally-dependent tactical stuff in combat, but unimportant if you just want to hit the guy in front of you with a club. It works very well.
Glad to see someone else recognising stats are more than just a game mechanic. I regularly use intelligence checks or wisdom checks for players who aren't necessarily bright enough to see the obvious, but whose "character" certainly is. Conversely a player who deliberately downplayed his characters intelligence to match his stats, certainly got rewarded in individual XP award, for good "character" play. My players certainly found fate against them, if they were playing "out to f character" for their stats.
Hating a game for its mechanics, misses the whole point of the exercise, their is a reason it's called "role playing", and not Tetris. If you find an individual rule that works better for you in an earlier system, adopt it, record it an hand players a summary of house rules at start play. I adopted the D20 system for combat to my 2e game as soon as it was released. Hell of a headache converting my Monsters on fly as GM but I liked improvement that much I felt it was worth it. Glad to see WotC have recognised flexibility is key to a good game.
Glad to see someone else recognising stats are more than just a game mechanic. I regularly use intelligence checks or wisdom checks for players who aren't necessarily bright enough to see the obvious, but whose "character" certainly is. Conversely a player who deliberately downplayed his characters intelligence to match his stats, certainly got rewarded in individual XP award, for good "character" play.