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Why does 5E SUCK?
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<blockquote data-quote="Zaran" data-source="post: 6635264" data-attributes="member: 56710"><p>Don't hate it, otherwise I wouldn't play it.</p><p></p><p>There are many items that I do not like about it and grumble about house ruling but I still think it's a good start. Here are a few from worst to least:</p><p></p><p>1) The DMG is the worst part of the game to me. At first glance this book seemed to have everything I need. But after working on some scratch adventures and adapting other games to DnD I'm about ready to pull my hair out. Monster design is rough. The system to determine CR is clunky and so hard to use. Looking at CRs from the MM do not help because they don't fit the CRs on the chart. Trying to determine NPC CR made me give up and just throw CRs at them (which is what I think WotC did...) Encounter design almost needs a slide ruler. The magic item section needs to have categories. The random treasure generator seems like it took 1 hour to make and didn't have a lot of thought put into it. </p><p></p><p>2) Concentration - I don't mind the 1 concentration spell at a time rule. The DC 10 roll from 1 point of damage part sucks so much though. Also this mechanic makes many spells next to useless. Protection from Energy is a 3rd level concentration spell and only provides resistance to energy. Hunter's Mark at cast a 3rd level sounds so cool (an extra die of damage for 8 hours!). That is until the ranger takes 1 point of damage and rolls a 9 on their Con check on the next round after casting it. Rangers and Paladins have important spells that are concentration and they take damage all the time. That's why they have more hit points than full spell casters. Also, most casters do not have Con as a proficient save.</p><p></p><p>3) Many spells are terribly nerfed when compared to other editions. Fun spells like Phantom Steed are just boring now. Detect Evil doesn't detect evil at all. And there are lower level spells that outdo higher level spells like Bigby's Hand when compared to Mordenkainen's Sword. Hold Person has a save every round but also needs to be concentrated on? </p><p></p><p>4) Many of the class archetypes that were not in the playtest needed playtesting. Beastmaster Rangers, Berserker barbarians, and bladepact warlocks all need work to me. </p><p></p><p>As I said, none of these things have made me stop playing. But if they were all fixed (without making new problems) I wouldn't mind shelling out money for 5.5e.</p></blockquote><p></p>
[QUOTE="Zaran, post: 6635264, member: 56710"] Don't hate it, otherwise I wouldn't play it. There are many items that I do not like about it and grumble about house ruling but I still think it's a good start. Here are a few from worst to least: 1) The DMG is the worst part of the game to me. At first glance this book seemed to have everything I need. But after working on some scratch adventures and adapting other games to DnD I'm about ready to pull my hair out. Monster design is rough. The system to determine CR is clunky and so hard to use. Looking at CRs from the MM do not help because they don't fit the CRs on the chart. Trying to determine NPC CR made me give up and just throw CRs at them (which is what I think WotC did...) Encounter design almost needs a slide ruler. The magic item section needs to have categories. The random treasure generator seems like it took 1 hour to make and didn't have a lot of thought put into it. 2) Concentration - I don't mind the 1 concentration spell at a time rule. The DC 10 roll from 1 point of damage part sucks so much though. Also this mechanic makes many spells next to useless. Protection from Energy is a 3rd level concentration spell and only provides resistance to energy. Hunter's Mark at cast a 3rd level sounds so cool (an extra die of damage for 8 hours!). That is until the ranger takes 1 point of damage and rolls a 9 on their Con check on the next round after casting it. Rangers and Paladins have important spells that are concentration and they take damage all the time. That's why they have more hit points than full spell casters. Also, most casters do not have Con as a proficient save. 3) Many spells are terribly nerfed when compared to other editions. Fun spells like Phantom Steed are just boring now. Detect Evil doesn't detect evil at all. And there are lower level spells that outdo higher level spells like Bigby's Hand when compared to Mordenkainen's Sword. Hold Person has a save every round but also needs to be concentrated on? 4) Many of the class archetypes that were not in the playtest needed playtesting. Beastmaster Rangers, Berserker barbarians, and bladepact warlocks all need work to me. As I said, none of these things have made me stop playing. But if they were all fixed (without making new problems) I wouldn't mind shelling out money for 5.5e. [/QUOTE]
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