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Why does 5E SUCK?
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<blockquote data-quote="MoutonRustique" data-source="post: 6646608" data-attributes="member: 22362"><p>To atone for my striking a match (very sorry about that btw), here is my [as much on topic as possible] post :</p><p></p><p>I dislike (i.e. not hate, these are irksome - I'm not tearing out my hair here. What little of it is have left... *sniff*) :</p><p> - the obfuscation of the balance points</p><p> - the presentation (mostly the spells, man I hate the page flipping... so much flipping!)</p><p> - that many creatures are hp bags w/o the mechanical tools to have them do what I've come to expect them to do</p><p> - the "unreliable-ness" of unexperienced encounter building</p><p> - the many sacred cows everywhere (abilities over modifiers, the weapon and armour tables that try so hard to make sense, but end up not making any (to me), etc)</p><p> - the healing</p><p> - the magical item treatment with regards to : world building advice, game impact, etc.</p><p> - the ambiguity of martial-based non-combat capabilities</p><p> - the extra actions that are not bonus actions (divergence from what is presented as a core precept)</p><p> - the 3 round (or less) combats - goes with...</p><p> - the immense impact of surprise and initiative</p><p> - the lack of TotM tools (everything being given in fixed unit measurements, etc)</p><p></p><p>... and probably a few more things, but I feel this is enough for this post.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6646608, member: 22362"] To atone for my striking a match (very sorry about that btw), here is my [as much on topic as possible] post : I dislike (i.e. not hate, these are irksome - I'm not tearing out my hair here. What little of it is have left... *sniff*) : - the obfuscation of the balance points - the presentation (mostly the spells, man I hate the page flipping... so much flipping!) - that many creatures are hp bags w/o the mechanical tools to have them do what I've come to expect them to do - the "unreliable-ness" of unexperienced encounter building - the many sacred cows everywhere (abilities over modifiers, the weapon and armour tables that try so hard to make sense, but end up not making any (to me), etc) - the healing - the magical item treatment with regards to : world building advice, game impact, etc. - the ambiguity of martial-based non-combat capabilities - the extra actions that are not bonus actions (divergence from what is presented as a core precept) - the 3 round (or less) combats - goes with... - the immense impact of surprise and initiative - the lack of TotM tools (everything being given in fixed unit measurements, etc) ... and probably a few more things, but I feel this is enough for this post. [/QUOTE]
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