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Why does 5E SUCK?
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<blockquote data-quote="spinozajack" data-source="post: 6635642" data-attributes="member: 6794198"><p>As a DM, you can choose not to use the multiclassing rules, and instead make 4e-style MC feats that allow you to pick certain class features at certain levels. Besides, multiclassing early is somewhat of a mixed bag in terms of power. As a fighter / barb / ranger / paladin, you really want that second attack at level 5 ASAP, and as a pure caster you really want those 3rd level spells. So if you're smart, you multiclass at level 6. Giving up your feat and stat boost by MCing before level 4 is a serious reason not to. And if you're worried about the classes being front loaded, well, it's mostly the fighter who's front loaded and at least the armor proficiencies and save proficiencies don't stack when add classes.</p><p></p><p>I was surprised also by them reversing the trend of D&D systems increasing the number and intricacy of rules, and going rules-light by trusting DMs to make calls. I'd much rather have to endure the occasional bad DM ruling than an entire system that I find badly designed with a hodge podge of hokey jargon and confusing, counter intuitive corner cases. </p><p></p><p>Mr Mearls said it right when he said there is no way they could publish a game with a rule for every situation that could possibly come up (better to have'em when you need 'em). It's fairly straightforward that the desire for rules-completion is an unachievable goal and probably undesirable as well. Given how successful 5th edition is, its flaws are minute compared to the overall wisdom they had in deciding to keep the game simple and easy to play. This allows fast combat, and better storytelling. Game rules jargon coming up often is not very immersive.</p></blockquote><p></p>
[QUOTE="spinozajack, post: 6635642, member: 6794198"] As a DM, you can choose not to use the multiclassing rules, and instead make 4e-style MC feats that allow you to pick certain class features at certain levels. Besides, multiclassing early is somewhat of a mixed bag in terms of power. As a fighter / barb / ranger / paladin, you really want that second attack at level 5 ASAP, and as a pure caster you really want those 3rd level spells. So if you're smart, you multiclass at level 6. Giving up your feat and stat boost by MCing before level 4 is a serious reason not to. And if you're worried about the classes being front loaded, well, it's mostly the fighter who's front loaded and at least the armor proficiencies and save proficiencies don't stack when add classes. I was surprised also by them reversing the trend of D&D systems increasing the number and intricacy of rules, and going rules-light by trusting DMs to make calls. I'd much rather have to endure the occasional bad DM ruling than an entire system that I find badly designed with a hodge podge of hokey jargon and confusing, counter intuitive corner cases. Mr Mearls said it right when he said there is no way they could publish a game with a rule for every situation that could possibly come up (better to have'em when you need 'em). It's fairly straightforward that the desire for rules-completion is an unachievable goal and probably undesirable as well. Given how successful 5th edition is, its flaws are minute compared to the overall wisdom they had in deciding to keep the game simple and easy to play. This allows fast combat, and better storytelling. Game rules jargon coming up often is not very immersive. [/QUOTE]
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