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Why does 5E SUCK?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6634528" data-attributes="member: 6775031"><p>I'm not a big fan of the six saves. I feel like they could have just made three saves (Fortitude = Strength modifier + Con modifier, for example), and that would have gone a long way toward fixing the issue where a high level character needs a 20 to save against a spell.</p><p></p><p>I'm not a fan of the way spell slots interact with damage spells. While I like that a Fireball and Burning Hands deal the same damage in a 5th-level slot, any damaging spell in a low-level slot is just... inadequate... next to using a utility spell in that same slot.</p><p></p><p>The only thing I even come close to <em>hating</em> is the healing Hit Dice mechanic. Even setting the recovery rate as slow as possible - one week long rests, overnight short rest, and long rests restore half Hit Dice and no Hit Point - someone can still go from zero to full overnight. (Granted, they can only do that once every two weeks, but still.) It's nice that they included Lingering Wounds as a variant, but that requires high-level magic to fix, which doesn't work for the kind of low-magic setting I like to run. So while I <em>can</em> cobble together variant rules and house rules into something vaguely resembling what I want, it requires a lot of work, and it's highly likely to put new players off from my game.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6634528, member: 6775031"] I'm not a big fan of the six saves. I feel like they could have just made three saves (Fortitude = Strength modifier + Con modifier, for example), and that would have gone a long way toward fixing the issue where a high level character needs a 20 to save against a spell. I'm not a fan of the way spell slots interact with damage spells. While I like that a Fireball and Burning Hands deal the same damage in a 5th-level slot, any damaging spell in a low-level slot is just... inadequate... next to using a utility spell in that same slot. The only thing I even come close to [I]hating[/I] is the healing Hit Dice mechanic. Even setting the recovery rate as slow as possible - one week long rests, overnight short rest, and long rests restore half Hit Dice and no Hit Point - someone can still go from zero to full overnight. (Granted, they can only do that once every two weeks, but still.) It's nice that they included Lingering Wounds as a variant, but that requires high-level magic to fix, which doesn't work for the kind of low-magic setting I like to run. So while I [I]can[/I] cobble together variant rules and house rules into something vaguely resembling what I want, it requires a lot of work, and it's highly likely to put new players off from my game. [/QUOTE]
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