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Why does 5E SUCK?
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<blockquote data-quote="DND_Reborn" data-source="post: 7588341" data-attributes="member: 6987520"><p>I agree that the vague rules are a bit annoying even though I understand why they did it (it was because they felt lazy, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). Seriously though, a bit more rules and not rulings would have been helpful IMO because otherwise I just feel like I am making up my own game. I've done that before and have no desire to do so again. But because of the issues with rules and some points of balance, we have so many house rules it is annoying (I think we're up to 15 pages or so...).</p><p></p><p>I also dislike how so many classes overlap through archetypes. Take Eldritch Knight, for example, you are basically a Fighter/Magic-User, but without having to multiclass and with watered down spell progression. An incredible number of the archetypes have spells or spell-like features without having to be a caster at all. Not my flavor personally.</p><p></p><p>In earlier editions I loved playing all sorts of character races and classes, but in 5E I find myself gravitating towards similar races and classes repeatedly. The others just lack appeal for some reason.</p><p></p><p>I would like to see D&D deviate from the class/level structure to a more feature/skill-based system. Your "class" is determined by what skills you know and where you put your strengths (are you good at combat? do you know magic? etc.).</p><p></p><p>I do like the speed of play if you want to go faster. We've adopted average damage for everything (players, monsters, spells, traps... everything) and also only roll initiative at the beginning of an encounter. Combat goes SO much faster and our DM uses the time to really story tell the encounter now. It is strange, but a pleasant change.</p><p></p><p>I love the advantage/disadvantage system. To me, that is probably the best single improvement from 5E.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7588341, member: 6987520"] I agree that the vague rules are a bit annoying even though I understand why they did it (it was because they felt lazy, right? ;) ). Seriously though, a bit more rules and not rulings would have been helpful IMO because otherwise I just feel like I am making up my own game. I've done that before and have no desire to do so again. But because of the issues with rules and some points of balance, we have so many house rules it is annoying (I think we're up to 15 pages or so...). I also dislike how so many classes overlap through archetypes. Take Eldritch Knight, for example, you are basically a Fighter/Magic-User, but without having to multiclass and with watered down spell progression. An incredible number of the archetypes have spells or spell-like features without having to be a caster at all. Not my flavor personally. In earlier editions I loved playing all sorts of character races and classes, but in 5E I find myself gravitating towards similar races and classes repeatedly. The others just lack appeal for some reason. I would like to see D&D deviate from the class/level structure to a more feature/skill-based system. Your "class" is determined by what skills you know and where you put your strengths (are you good at combat? do you know magic? etc.). I do like the speed of play if you want to go faster. We've adopted average damage for everything (players, monsters, spells, traps... everything) and also only roll initiative at the beginning of an encounter. Combat goes SO much faster and our DM uses the time to really story tell the encounter now. It is strange, but a pleasant change. I love the advantage/disadvantage system. To me, that is probably the best single improvement from 5E. [/QUOTE]
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