12 Things 5E D&D Got Wrong...And How to Fix Them

12 Things 5E D&D Got Wrong...And How to Fix Them

Mr. Welch

1 месяц назад

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@grr-OUCH
@grr-OUCH - 31.08.2024 07:09

Many of your complaints got fixed in 5e revised.

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@thekaxmax
@thekaxmax - 31.08.2024 07:16

I know several people who've got around all these issues, all D&D editions, by using a different system. Probably a bit drastic, but they worked.

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@HI-kb2cg
@HI-kb2cg - 31.08.2024 07:25

bonded is fine u after all did say 3.5 couldn't handle its own weight with ever expanding bonuses


I think tasha's did let u pick a new tool prof but if not it's a insanely easy fix as is getting rid of some dark vision but as for spells take away a asi or 2 easy enough nerf. not the most big brain fix but i do believe in order to like 5e your changes need to not fight it. i'd prefer the asi fix because it still allows race to be a factor for multiclassing.


add some bg3 changes to the game maybe bonus jump florish ect


with saving throws I think magic items, feats are the thing they want you to look at.


you can bring back some int benefits like extra tools language ect not the most exciting thing but I did find a small add on that does this.


idk about combat being stale because from a cursory glance at pathfinder I can more or less do the same thing as some actions i saw over there in 5e with just the bonus and action but for 5e's goal of making this accessible they hit the mark big time and it shows. u are right though but combat is slow enough with some ppl on 5e.


I did add 4e bonuses to weapons and added the cleave variant rule to the greatsword and axe and a few special martial maneuvers as for weapon weaknesses take 3/4e just add those back in. nothing really touches BA mostly good fix imo


I know dex is better but lets be honest casters make this a mute point. this is mainly because the pillar of exploration and carrying weight is kind of ignored. bag of holding.jpg


rangers yeah they do need that exploration pillar but combat is the only one with meat on it and I have heard bringing back old edition exploration does enough but it should of been there out the box. btw most 3rd party 1 shots don't really have exploration at all.


the blast + invocations is a trap u really shouldn't be using that once u get some nasty spells and UA does allow more invocations but it is stupid simple and effective. blast + invoc is simply players playing the game in the least fun way which good design is supposed to discourage but it is a easy my 1st warlock player build and I kind of like that cause the new player who wants a nice edgy anti hero to play doesn't have to think to much the first go around hunters mark + rage is also kind of the same thing.
dps wise its a nice standard that treeant monk uses as a dps baseline btw.


do a con save after coming back from going down and add exhaustion on fail. Making services more expensive for things like this is nice, maybe bump up the lvl of spells that deal with curses and disease by 1 this is a thing for hardcore players 5e is focusing on being casual is not to surprising.


high lvl is not focused on because no one makes anything for epic tier as far as adventures and most campaigns fizzle out for one reason or another before getting to that point. cantrips + front loads are fine though they make multiclassing the variety buffet check out d4 dnd deep dive. odddly enough scaling cantrips actually are the thing helping martials keep up with by using gfb bb sb depending on the amount of targets and weapon ect ect


I do think not allowing med/heavy or just heavy armor + martial weapons would be a nice change but then how do they get them at all? your pretty well saying a big no which is fine but maybe adding point blank spells giving a opportunity attack + nerfing the hit die back to d4 is enough. Because it will feel pretty bad as a player being the only class that gets told NO but it will help martials quite substantially I think the armor is fine by just gatekeeping only the heavy armor and martial weapons. allows weapon master a reason to be picked for once I guess.

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@wileydutkiewicz3569
@wileydutkiewicz3569 - 31.08.2024 07:26

Don't play d&d. Problems solved!

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@hawkname1234
@hawkname1234 - 31.08.2024 07:28

I find this genre of bitching about D&D (including wildly ignorant opinions like complaining about bounded accuracy) so incredibly trite and bitchy.

Some of these are NOT problems. Some are solved in the new edition.
But I just find the tone of this video condescending and off-putting.

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@BDSquirrel
@BDSquirrel - 31.08.2024 07:38

What is wrong with it... it is a TTJRPG light system. All classes get magical powers (NOT SPELLS YOU DINGUSES) starting at level one, using the ripoff of dragonnewts from Discworld and ripping off the name of Dragonborn from the Elder Scrolls series to name what are basically half dragons, still using point buy (a crutch for people that whine and cry about not getting "good stats" with dice rolls) that makes for roll play and not role play, infinite 0 level spells for casters, magic item attunement, any stats are dump stats that don't correlate to your class and your HP, short and long rests heal the party which makes preparing healing spells for in between encounters pointless and takes away role playing preparation in game, and I could go on and on about more problems.

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@HowtoRPG
@HowtoRPG - 31.08.2024 08:06

Yep, that sounds about right.

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@garethhamilton1252
@garethhamilton1252 - 31.08.2024 09:11

As you said at the beginning, no one RPG is perfect, and for one who is not one to focus on the negative you gave it a good go. That being said, tucked in amongst everything you found wrong there were good fixes that I agree with some of which I have already implemented in my games. I don’t allow multiclassing, I don’t allow races to come with spells, I don’t pay attention to CR, I insist on encumbrance and ammo tracking, intelligence determines how many languages you can know. (Negative modifier means your PC cannot read or write), I impose exhaustion penalties on any PC that is dropped to 0 and character level is capped at 12. These are just a few of my hose rules I use to fix the problems I subjectively feel need fixing.

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@bonbondurjdr6553
@bonbondurjdr6553 - 31.08.2024 10:25

Well met!

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@talscorner3696
@talscorner3696 - 31.08.2024 10:58

Ah, yes, the fifthest of all editions xD

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@PavelBerlin
@PavelBerlin - 31.08.2024 11:12

<< It came into the world with everybody praising it and tossing aside 4th like it was spoiled food

Lol, no! It came into the world as a useless piece of bad game design and complete disappointment right from the start.
And the solution is easy: don't play 5e. There are so many good games out there.

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@twilightgardenspresentatio6384
@twilightgardenspresentatio6384 - 31.08.2024 13:33

I like racial class abilities that grant what would be core racial abilities or spells

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@jordanwhite8718
@jordanwhite8718 - 31.08.2024 13:47

I hear people talking about how intelligence isn’t very useful, but whenever I want my players to learn about a magical effect, remember a piece of history, or investigate a trap I have them rolling a lot of intelligence saves. Is that just something that I’m doing?

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@twilightgardenspresentatio6384
@twilightgardenspresentatio6384 - 31.08.2024 13:47

Chi is potential, ki is specific force, prana is leftover from using either.

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@Fernoll
@Fernoll - 31.08.2024 14:27

Steal from Warhammer Fantasy - Casters need to make a casting check, if the fuck up, they get fucked.

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@derekstein6193
@derekstein6193 - 31.08.2024 15:52

I just need to say this:
There might have been more to exploration and social pillar support if DMs, players, and internet forums/YT videos had stopped focusing entirely on character building/play with combat capability as the only consideration. This nonsense seemed to have started in 4e, then migrated to 5e, and has lived there ever since.
I expect some RP in my TTRPG.

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@rommdan2716
@rommdan2716 - 31.08.2024 15:54

"Play Pathfinder 2e, end of the video"

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@The_RealWilliam
@The_RealWilliam - 31.08.2024 16:56

"No Gag reflex". What the?

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@Ravenclaw74
@Ravenclaw74 - 31.08.2024 17:22

You so clearly articulated why I left D&D 5e after coming back after leaving at D&D 3.5. If I want that old-school D&D flavor, I run ACKS II.

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@piRatCaptain
@piRatCaptain - 31.08.2024 17:23

Thank you this is a great list of problmes Ive mentioned before and a lot I couldnt put my finger on. You put words to my frustration.

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@templarw20
@templarw20 - 31.08.2024 18:19

The bit about long-term consequences... no, not really. Long-term curses and other stuff were always just unmitigated suck because GMs would ensure that not only was there no way to mitigate or prevent, but that there were no cures at all. It's all the suck with none of the thrill or benefit. Experience drain and permanent stat damage are things that needed to die way quicker than they actually did, because they just sucked, and added nothing to the game

And enough with the performative outrage about the wheelchairs. You can't complain about including how people with such injuries or conditions can still be characters while also complaining that the magic that would (possibly) prevent those injuries and conditions is too widespread. You're not the target audience for that, acknowledge that and move on, rather than demanding that everything should be geared toward you.

As for the magic thing... I don't see the issue. They turned a lot of stuff that was odd abilities got turned into spells as some attempt to unify mechanics. Fine. I don't like it, but it's fine. Is the Ranger or Artificer actually casting magic or are they just pulling odd stuff out their pack and making the same effect happen? Depends on the character concept, and how the player chooses to play it.

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@Amelanduil
@Amelanduil - 31.08.2024 20:03

3.5E is only playable when you have the computer doing calculations for you
Luckily we have a thing just for that, it's called running your campaigns through Neverwinter Nights private servers.

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@cavalcojj
@cavalcojj - 31.08.2024 20:46

So one of the biggest changes I made when I ran a 5th edition game was to strip the extra attacks and just add extra dice to your one attack as a martial character. I also made magical weapons add dice as well. So a high level fighter could do some massive damage in their swing. Did this fix everything? No but it was a good start. It speeds up combat a bit and makes martial classes closer to the high dpr single target battlemage would have without giving them magic casting.

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@Lyvein1
@Lyvein1 - 31.08.2024 23:21

As someone who does also come froma background in 2nd and 3rd edition it's absurd to me that in 5e bad things are just not allowed to happen to PC. As a DM I feel like I'm getting shat on all the time, not by players but by the rules. I'm done with 5e after the nrlew books come out and shifting going all in on pathfinder and other systems

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@BurghezulDjentilom
@BurghezulDjentilom - 01.09.2024 01:37

Step 1. Play 4e
Step 2. No need for step 2

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@jeraldandryiii6926
@jeraldandryiii6926 - 01.09.2024 03:12

My group has been using Seeds of Wars for domain play. Bit of a spiritual successor to Birthright.

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@mrmackie-qp6lr
@mrmackie-qp6lr - 01.09.2024 03:53

Never thought I'd hear exalted out of your mouth

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@armorclasshero2103
@armorclasshero2103 - 01.09.2024 09:11

WAS 3e unbalanced? I've never thought so.

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@armorclasshero2103
@armorclasshero2103 - 01.09.2024 09:14

Species is less scifi than humanoid. The word species was first used in the 1560s. Whereas humanoid comes ffrom the 1870s.

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@wagz781
@wagz781 - 01.09.2024 11:39

This doesn't fix everything, but here's some ways I've found that assuages most of the issues we've found with 5:

1. Grim reality is in effect. 8 hour short rests, 7 day long rests. Barbs now recover rage on short rests, and you can make use of non-violent downtime activities during your long rests. Probably goes without saying, but long rests are only available in areas of safety. You'd be amazed how much this narrows the gap between martials and casters in and of itself.
2. Failed death saves linger until you get medical attention or a long rest. No, healing magic does not count as medical attention.
3. Every race and class from tasha's cauldron of everything and beyond is blanket banned. Design noticeably shifted with the release of this book, at least for me. Specifically, I could tell WotC just kind of gave up. There is some good things from the book I allow, but it's still a case of "banned until stated otherwise".
4. Martial characters gain a pool of d6 superiorty dice equal to their proficiency bonus, and 2+intmod battlemaster maneuvers. Half-casters (rangers and paladins) gain half of both. More can be learned with martial manuals or teachers in a similar manner to wizards scribing scrolls, albeit at double the listed cost. If a fighter takes the battle-master subclass, their d6s become d8s.
5. Martials gain cleave at level 5 and greater cleave at level 10. Half casters gain them at levels 10 and 20 respectively. Because martials deserve some kind of AoE given the shit casters can do at this point.
6. Casters no longer gain spells through level up (except sorcs). They instead learn new spells through delving their class's respective lore types, finding scrolls of primal, Divine, arcane, or occult magics, or by learning from a teacher. The cost for this is twice what it would take a wizard to scribe a new spell into their spellbook. The only one unaffected by the price increase is wizard.
7. Spellcasting focuses are common magic items, you may not start with them. Component pouches only. I also have a list of general costs for components based on spell level. Related topic: Goodberry consumes the mistletoe material.
8. More personal taste really, but I ban custom lineage(I know it's from tasha's, but this is more a case of 'you will never convince me, don't ask' specification) and variant human. However, every sentient creature gets a free feat at level 1. This allows for some customization and some self-expression of the character. However, those keen-eyed among you may notice that I didn't specify players. That's because I rebalance creatures quite a bit to make them more dynamic and less HP sponge-y.
9. Spears have the reach property instead of the thrown property. Related: Polearm master is limited to any polearm rather than what is listed.
10. Unarmed and natural weapons have their damage die increase one category to a max of 1d12. Monks benefit from this as well, so now they can get up to d12s. They also get wismod+level ki points instead of just level. It makes a few of their subclasses less ass and helps smooth out the transition.
11. Ammo tracking and carrying capacities will be enforced. I know they're tedious, but they're one of the only balancing factors of ranged fighting and strength vs dex. I personally use a slot-based carry-weight system rather than the default rules. It makes it far less tedious, but sadly there is no full removal of tedium. If you really don't want to track it, get mules. They're like 10gp.
12. Firearms are allowed. You seriously look at the stats of those, look at the cantrip firebolt, and tell me paying 250gp for a worse firebolt that consumes ammo you cannot recover is broken. Granted, only rennaissance firearms are available for purchase. If you want something more advanced, take tinkering tool proficiency and be prepared for a multi-stage plan for making your revolver.
13. No multiclassing in character creation, and if you want to multi-class, you have to guide your character onto the path of the class you want to invest into.

I've got a lot of other small rules like how I tweak specific spells, most of which are just a case of "That is dumb, it should not be concentration, it is no longer concentration", and vastly expanding the exploration and social pillars of play. 5e does actually have decent basic rules for socialization in the DMG. Seriously, they do exist. However, they do need the renown/piety system mixed with the boons system from WoD tied into them to be actually worth using. The exploration pillar is just... Ass. There's nothing a ranger can do that a fighter with the outlander background can't do better while also being better at combat. I wrote up some basic rules for it that make current options still viable, but actually speccing for exploration (and by that I mean survival and pathfinding) will still leave you superior to those with entry-level, low-hanging fruit kind of options.

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@hammeredshitsteak
@hammeredshitsteak - 01.09.2024 14:04

I feel like everyone's criticisms about 5e are very agreeable, but their reasons and solutions often just illuminate how they prefer to play TTRPGs.
In the beginning of the video you said 5e is like a superhero game, and I 100% agree. That's why it felt strange that you later expressed frustration over the game not being very lethal, and not catering to fans of more grounded fantasy genres. But honstly the Avengers should not feel threatened by any of Thanos' minions, but rather see them as opportunities for fun displays of their characters cool powers, abilities and strengths. The threats often are more about draining your resources before facing the big bad at the end, and ofcourse protecting NPCs who get lost in the crossfire. Character death tends to happen in the most climactic moments when fighting the Thanos equivalent, and I think that's spot on for a superhero game. 5e is very much a power fantasy, and if that's not what one wants, there's alot of other games (and editions) to chose from.

The biggest point I 100% agree on with you is the point about what to do on your turn, and most classes having only one true response (eldrich blast etc.). It's the main reason why I switched to Pathfinder. It's also the main reason why I only like to DM 5e, and not play it as a player.

Your channel is awesome! Keep it up. Although the audio levels on the movie clips is pretty rough. Some times I need to turn the volume up to hear you, but then a movie clip blasts my eardrums raw. 😅

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@derekburge5294
@derekburge5294 - 01.09.2024 18:39

They tried to simplify things too much, so it ended up shallow. Then they tried to add more options, but their toolbox was too shallow to expand meaningfully.

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@Terashi
@Terashi - 01.09.2024 20:41

>3.5 had the shortest lifespan of any edition.

And yet it's my favorite, only beaten out by Pathfinder 1e.

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@JamesAdams-nd1td
@JamesAdams-nd1td - 03.09.2024 00:47

I don’t like the idea of locking certain subclasses into certain races/subraces (outside of BECMI or setting-specific stuff like the Echo Knight being exclusive to Exandria), but the next edition SHOULD cut back on the magical martial subclasses.

Players Handbook fighter had 3 subclasses and only 1 have you spells. That’s a perfectly fine ration, and Wizards should have stuck to it.

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@haderak149
@haderak149 - 03.09.2024 14:10

Yup, this.
I'll add one more gripe to the pile: 5e fundamentally misunderstood the purpose and implementation of a generic system. They tried to lower the bar and make a system that works across multiple worlds, fair enough. But you need to add in sockets with clear labels that say "Put world-specific detail here. Allow us to demonstrate." Instead you get basic books that contain snippets of multiple distinct worlds squeezed together with little context to end up with a world-agnostic slurry that we refer to as the RealmsOfForgottenGreyLance.
Although... I've been astonished by how well 5e suits space opera. We've had great fun with the Star Wars and Mass Effect adaptations. I guess it's what you make it. But for fantasy, we're drilling down into PF2E.

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@themaninblack7503
@themaninblack7503 - 04.09.2024 03:27

It seems that the best solution is to just play something else to your liking.

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@jessefinnegan1719
@jessefinnegan1719 - 04.09.2024 17:39

I was happy with how quick character creation could be and yet still gave some fun ways to add character depth in the form of backgrounds. But I am not a fan of how boring Advantage/Disadvantage is and how unflexable it is and they didn't really do much with the backgrounds beyond the core book, which left many characters feeling the same.

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@ChaosTicket
@ChaosTicket - 06.09.2024 12:34

The one thing I disagree with it giving more powers to physical classes. Rage Powers to Barbarians, random bonuses to Monks, Special fighting styles to Fighters, etc. Player Characters in D&D arent really supposed to be inherently superpowered. Theyre just normal people that went adventuring to find equipment and items.

I think it was better in earlier D&D when most warrior-types were just good with equipment and it was the equipment they could use that gave them powers. If someone found a Helm of Invisibility or Shield of Ray Reflection, that was how they got abilities. You werent Heracles with super-strength. You were any of the heroes from old-tales that beat monsters through trickery.

Dual/Multiclassing in Advanced Dungeons and Dragons was how those kinds of characters personally gained new powers, but becoming spellcasters. Spells were how anyone in Dungeons and Dragons gained powers.

Making every class unique changes the idea of characters in the universe of D&D. I know Mystara and the BECMI rules allowed anyone to reach level 36 and eventually become an Immortal. To me Levels should more be able what kind of magic you have otherwise warriors should casually become warrior-gods just by killing and leveling.

To me hardcore players should be roleplaying the cunning characters, with or without magic. I personally want spellcasters because I am a more mid-lane player. Challenge is nice, but only so long as youre actually succeeding. Using Illusion spells is easier than fashioning a disguise, and explaining to the GM how your characters knows how to make disguises.

Nearly everything for me comes down to "Learn magic". Want special melee attacks? Learn a spell for that like Flame Blade I know this is a relatively easy route, but thats kind of the point. Player's dont really need to create an elaborate backstory to explain you found a scroll to learn a spell and so thats how you gained an ability. Growing up and having more spell options means you character got more versatile. Gaining more spell slots means you got more stamina.

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@Eron_the_Relentless
@Eron_the_Relentless - 07.09.2024 09:07

1: Bounded accuracy was a lie. Are spells bounded? No? Then it's a lie, and pointless. Late-level spellcasters have always been where the game is unbalanced.
2: Poor design of Races: They immediately gave up on design after the core and SCAG. This goes above and beyond races, but most races are just variants of Elves. Endless bland variants. It doesn't matter that every race has darkvision, most in previous editions did too. The problem is that every race was fundamentally similar other than a few standouts, and with Tasha's the standouts were practically burned to the ground.
3: Broken Action Economy: The problem being there's an action economy in the first place. Move/strike served the game for most of its editions, it had no need to change with 4E. This was an element built gradually by the build-culture that late-stage 2.5 and 3.X implemented which ultimately ruined "current edition" including 6E coming out now. "Bonus actions" are trash to the point that everybody knows they are trash and cringe at their very mention.
4: The New Nothing: Skills overall were a mistake to be added to the game in late-stage 1E. The game was far better off without them, as they are more apt to explain what a character CAN'T do than what they can do. The more granular the skill system, the more incompetent the resulting characters.
4a: Saving throws have been pointless since 3E. We already had abilities to check against. There is no meaningful substantive difference between a Constitution Check and a Fortitude Save (etc). Save vs Poison WASN'T a Constitution check. Poison effectiveness isn't dependent on a character's Constitution. It circumvents it. We effectively lost saving throws in 3E and gained redundancies. We didn't get them back in 5E, we simply lost the redundancies (thanks Castles & Crusades, the game 5E stole this from). Everything is an ability check now, nothing depends on your skills (class) and training (exp level), which were what Saving Throws represented initially. 3E designers thought they knew better than the OGs on saving throws and didn't even know what Saving Throws were for. Typical.
5: Ability Imbalance: the solution to this was again in TSR editions. Roll abilities randomly, in order, and they never change over time. This all makes the imbalances moot. There's never an economy of investing in one ability, never a comparison of this vs that other than maybe OD&D and B/X allowing you to burn scores in excess of 9 to improve your Prime Requisite. This is, again, exacerbated by Build culture.
5a: The "dump stat" of D&D changing from Charisma to Intelligence is both apropos and humorous, contextually speaking.
5b: Want to know why we don't have Dark Sun 5E? Because it would require actually limiting player options from some of the books that have come out. That's why. Every 5E world is Planescape. That's also why the 5E version of Planescape seems so hollow and meh. Because it's no different than Forgotten Realms now.
6: Diplomacy and Exploration Blow: Casualties of Build Culture. Both were more effective and emphasized in earlier editions.
6a: "Rolling to talk to people" is a legit problem with the game now. Older editions had Reaction rolls, sure, but communicating was down to a conversation between Players and DM and you were expected to potentially work with the Goblins to kill the nearby Orcs etc. Faction play is all but dead because why talk to the Goblins when you can roll dice to kill them super easy? Why talk to any NPCs when you can just roll dice to win friends and influence people super easy? The game had a social element that including more social people somehow minimized over time.
7: Stale Combat: This is also a side effect of build culture. They have to make combat last longer, and without any design skill the easy way is x gonna give it to the HP. This has been true for every edition since 3E and possibly to a lesser extent 2E, or at least late stage 2E. Combat used to be punchy and elegant because wargamers invented it and wanted to skip to the end quick. The baseline of "just knock numbers off until somebody falls down" is still there, but the numbers are bigger and there are a bunch of jangling keys (additional systemics) to keep the players mildly entertained while it takes longer to resolve overall combats.
7a: Moving around like a hyper monkey in combat is frankly silly and ignores basic tactics in favor of flashy cinematics IE more jangling keys. Better to have combats resolve quickly and appear at least somewhat logical in the semi-abstract view, that way tactical choices remain consistent and effective. You know, like it's a game.
7b: I don't buy that the solution for semi-complicated action economy build combat is trying to even out every classes semi-complicated action economy build to be even with every other classes semi-complicated action economy build. Better to just drop all that mess.
8: Crutch Mechanics: Most classes are just a schtick nowadays, not an archetype. The Ranger and the Barbarian are just wilderness-y Fighters. So why not just be Fighters? What's the difference between a Paladin and Cleric? Nearly nothing thematically other than one is for whatever reason allowed to use a sword and the other is forced to use a baseball bat because it's more humanitarian. Looked real humanitarian in Inglorious Basterds.
9: Pillow Fisted: Completely agreed, but there's no fixing this without a substantial rewrite of the majority of the current edition that players frankly would freak out at the mere notion of. Of course TSR did this right too. They had people who were born when video games weren't a thing designing the game.
10: Low Quality High Level Play: To be fair, no edition has been great at high level play, really. Not even BECMI where it was specifically systemically supported. Older editions stereo-graphed this drop off by having HP accumulation die off at Name (9th) level. There were more levels after that but you were in the End Game at that point, looking for a heroic death or a nice little cottage somewhere to settle down. It helped that it took about as long for the average current character to get to 20th level for an old school character to get to 7th or so.
11: Everything's Front Loaded: Build culture is the culprit again. Nothing else need be said.
12: Magic Oversaturation: Agreed again, and I believe it's too built in to the system to be fixable.

Just an opinion, there is no righting this ship. There is no turning it around. It's already hit the iceberg. We've counted the lifeboats. Not everybody's gonna make it. Just save who you can and the sea takes the rest.

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@josephbeckett2330
@josephbeckett2330 - 07.09.2024 23:18

If I had to make a list it would look something like this:

1.) It used anything, anything at all from 4E.
2.) The Saving Throws rules are just stupid.
3.) I did already mention 4E, but this is one of many that bears special spotlight, they made it damn hard to die.
4.) They let Dex be far, far too good.
5.) Back in the day, one of the few things D&D had going for it was that it was incredibly educational. Not in art or storytelling, but in real things like math or critical thinking. 5E, and 4E ignored all of this and did advantage and disadvantage. Worst concept ever.
6.) It played like a card game, exactly like 4E.
7.) It had absolutely no concept of economy. Buying a +2 item, armor or weapon should not be cheaper,. . . or easier then getting normal Full Plate. That is fucking retarded.
8.) This one is absolutely worth repeating, it is almost impossible to have a character die. Far, far too much healing, safe spaces, easy <Gen Z/Feminist mode>
9.) Failure is nearly impossible. 4E had a huge problem in tjat as long az you had a Bard, Rogue, or Dex-based character, no one else really mattered in Skill Checks. I don't recall the exact name for the entire party style challenge,. . . that really only involved Bards and Rogues.
10.) The more I read, play, listen, and watch, the more I see how shitty divorcing GP for XP, the lack of Prestge Classes, free healing, easy mode, or just setting the bar so damn low.

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@jerome8695
@jerome8695 - 11.09.2024 16:45

In just my opinion, the best way to fix 5E is to just play 2E, 3E, or Pathfinder 1E.

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@hermesalexandria
@hermesalexandria - 16.09.2024 09:30

Most of these suggestions have been used in CORE20 RPG, by WotC designer and editor Scott Fitzgerald Gray. It's a classless, leveless system of D&D based off the 3.5 SRD, with some of the mechanical streamlining from 5e and Shadow of the Demon Lord. Scott is currently doing interviews on the system if you were interested.

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@ThePiachu
@ThePiachu - 03.10.2024 07:54

The high-level play sounds a lot like Godbound :D.

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@JeffreyJusticeLosey
@JeffreyJusticeLosey - 05.10.2024 09:18

I've been working on my own D&D-derived game system. Lot of good food for thought here that I haven’t seen properly put to word before.

My system is based on the originally stated design philosophy of 5e but with a lot of older edition elements restored or reworked and even concepts from other systems adapted in, it trims character options down to 4 base classes: Expert, Mage, Priest, & Warrior. Everything is more paced out and less front-loaded. Multiclassing has built-in progression penalties (slower leveling), however that dynamic shifts after reaching 20th level. Proficiency is split into different degrees: None (no bonus), Novice (half bonus), Competent (full bonus), and Expert (double bonus); characters can stack proficiencies to improve up to a maximum of competent normally (with Expertise granting expert). Psionics are separated from Spellcasting. All races have no magical or psionic abilities in their basic form, but any such abilities are available as starting Feats; racial Ability Score modifiers are fixed and affect minimum and maximum Ability Scores. Ability Score Damage/Drain returns, but not permanent loss. Degrees of Success/Failure are incorporated. AC is replaced with Reflex, Fortitude, and Will defenses and DR/SR; Saving Throws are only rolled for if the corresponding defense is beaten (Str/Dex use Reflex, Con use Fortitude, Int/Wis/Cha use Will). Defenses are 8 + proficiency bonus (Novice minimum) + appropriate ability modifier (Dex for Reflex, Con for Fortitude, and the highest modifier between Wisdom or Charisma for Will). Armors give DR instead of AC (some equipment and abilities give SR), and are broken down into components; the more parts of a set equipped, the more of the total DR benefit received. Many class features are converted into Feats, and some Feats can be taken repeatedly, increasing in rank each time. Instead of subclasses, there are Archetypes (equivalent to 5e classes) and Specializations (equivalent to 5e subclasses): these function like ranked Feats with strict class-based prerequisites. Weapons, spellcasting focuses, and armor can have enhancement bonuses up to +5. Instead of just magic items, there are three categories of possible Item Enhancements: advanced, magical, and psionic; magic imbues a school and possibly a planar aura, psionics imbue a discipline and possibly alignment aura. The bestiary is entirely reworked with extended character race options to be provided to players at GM discretion, less boring encounter stat blocks upgraded with MCDM-inspired roles to aid in encounter building. Senses are more explicitly defined, and Darkvision is split into Nightvision, Infravision, Ultravision, and Supravision.

Obviously I’ve got a lot more, but those are some of the more pertinent highlights. I still have a long way to go with development, but I'll definitely be taking your video into consideration.

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@SerpenThrope
@SerpenThrope - 07.10.2024 13:34

I feel like the problem with 5e is that it isn't simple enough to be rules light, or complicated enough to really let us customize characters.

If I want the former, I'll play DCC.

If I want the latter, I'll pick up a storyteller or savage worlds game.

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@knaz7468
@knaz7468 - 07.10.2024 18:06

That Chris Tucker bit was spot on for action economy. The editing in general for this video was hilarious. I would have a beer with you.

I'm just about to start a new campaign and we settled on D&D 5E. I haven't played, nor DM's D&D since 2E came out like 30 years ago (been playing Rolemaster v2 homebrew since). This review of the hard limitations of 5E are making me not crazy about the system. And I'm using FGU VTT so have very little agency to tweak things. We're starting with CoS. I hope this doesn't suck!

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@zulphar4127
@zulphar4127 - 08.10.2024 02:02

Is there anywhere we can access your custom races and class stuff? I've been wanting to rework my world/5th edition for a while, because I've had all the same complaints you do. You have more experience then me, so I'm curious what you have done with all your reworked content. Thank you and have a nice day.

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