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Why does 5E SUCK?
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<blockquote data-quote="Diamondeye" data-source="post: 6661065" data-attributes="member: 60019"><p>Having read the rules but so far not had an opportunity to play it, I'd say it's a significant improvement over 4E but if I had my pick of systems it still takes at best 3rd place behind 3.X and PF.</p><p></p><p>I would definitely play and run this system, it just isn't my first choice, and I wouldn't run it without some house rules that, as far as I'm concerned, it's unplayable without. That said, positives first:</p><p></p><ul> <li data-xf-list-type="ul">Baked-in fighter/mage option as a fighter archetype</li> <li data-xf-list-type="ul">Huge improvements to the monk</li> <li data-xf-list-type="ul">Wide racial and subrace options</li> <li data-xf-list-type="ul">Addition of the warlock to as well as the 3E class list</li> <li data-xf-list-type="ul">TWF is a real option not hidden behind massive feat taxes or the Ranger</li> <li data-xf-list-type="ul">single-weapon without shield is viable</li> <li data-xf-list-type="ul">Much better approach to multiclass spellcasters than 3E</li> <li data-xf-list-type="ul">class archetypes in general that in many cases open up very different options from the tradition of the base</li> </ul><p></p><p>Not exhaustive but all I can think of off the top of my head</p><p></p><p>Now, on to the topic - things that at first glance I really dislike</p><ul> <li data-xf-list-type="ul">Crit rules - terrible. They do not differentiate weapons from each other and as a result, the weapons list is compressed yet again because of insufficient differentiators. If running the game I would use 3.5 crit values and balance be damned.<br /> </li> <li data-xf-list-type="ul">Feats - should be a mandatory, base part of the system and much more extensive. <br /> </li> <li data-xf-list-type="ul">Armor - Amazingly, worse than the 3.X list, easily the worst part of that system, with a total failure to give any reason to use more than a few options. DEX minimums need a complete revision with scaling within types, chain shirt needs moved to light, bare minimum. Armor charts might seem like an unimportant thing, but since lots of characters wear armor the "mithril breastplate or GTFO" of 3.X got old a long time ago.<br /> </li> <li data-xf-list-type="ul">Magic items - DMG list is unusable. Magic items are expected to be far fewer (unacceptable) and far less powerful (unacceptable). D&D has always been a system where magical items were important. Customized items are basically gone, and some iconic items like the Frost Brand are essentially gutted. This is the biggest thing that would mitigate against playing in this system as opposed to running it - the fear that a DM might actually use this train wreck. D&D should not attempt to duplicate fantasy where magical items were rare or nonexistent; lots of items are not optional. The DMG was a total waste of money for that alone.<br /> </li> <li data-xf-list-type="ul">Saving throws - lol.</li> </ul><p></p><p></p><p>The player base is also still way too concerned with "unbalanced" options. Balance is YOUR job. It's not the systems job. Players need to quit shoving their job off onto the game designer. You know what your group wants, he doesn't.</p></blockquote><p></p>
[QUOTE="Diamondeye, post: 6661065, member: 60019"] Having read the rules but so far not had an opportunity to play it, I'd say it's a significant improvement over 4E but if I had my pick of systems it still takes at best 3rd place behind 3.X and PF. I would definitely play and run this system, it just isn't my first choice, and I wouldn't run it without some house rules that, as far as I'm concerned, it's unplayable without. That said, positives first: [LIST] [*]Baked-in fighter/mage option as a fighter archetype [*]Huge improvements to the monk [*]Wide racial and subrace options [*]Addition of the warlock to as well as the 3E class list [*]TWF is a real option not hidden behind massive feat taxes or the Ranger [*]single-weapon without shield is viable [*]Much better approach to multiclass spellcasters than 3E [*]class archetypes in general that in many cases open up very different options from the tradition of the base [/LIST] Not exhaustive but all I can think of off the top of my head Now, on to the topic - things that at first glance I really dislike [LIST] [*]Crit rules - terrible. They do not differentiate weapons from each other and as a result, the weapons list is compressed yet again because of insufficient differentiators. If running the game I would use 3.5 crit values and balance be damned. [*]Feats - should be a mandatory, base part of the system and much more extensive. [*]Armor - Amazingly, worse than the 3.X list, easily the worst part of that system, with a total failure to give any reason to use more than a few options. DEX minimums need a complete revision with scaling within types, chain shirt needs moved to light, bare minimum. Armor charts might seem like an unimportant thing, but since lots of characters wear armor the "mithril breastplate or GTFO" of 3.X got old a long time ago. [*]Magic items - DMG list is unusable. Magic items are expected to be far fewer (unacceptable) and far less powerful (unacceptable). D&D has always been a system where magical items were important. Customized items are basically gone, and some iconic items like the Frost Brand are essentially gutted. This is the biggest thing that would mitigate against playing in this system as opposed to running it - the fear that a DM might actually use this train wreck. D&D should not attempt to duplicate fantasy where magical items were rare or nonexistent; lots of items are not optional. The DMG was a total waste of money for that alone. [*]Saving throws - lol. [/LIST] The player base is also still way too concerned with "unbalanced" options. Balance is YOUR job. It's not the systems job. Players need to quit shoving their job off onto the game designer. You know what your group wants, he doesn't. [/QUOTE]
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