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5 Things I Hate About Dungeons And Dragons 5th Edition

26/7/2018

9 Comments

 
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There has been something of a surge in tabletop RPGs over the past few years, and while a lot of systems have grown their player base, no one has gotten as big as DND 5th Edition. Driven by the popularity of shows like Critical Role, it isn't much of an exaggeration to say that this edition of DND has finally clawed the Wizards of The Coast property back onto the lofty perch it was knocked off of when they released the previous edition.

Since I like to check out popular games, I've played my share of DND 5E. I've also created content for it, which has necessitated going more than wrist-deep into the mechanics that make it work. As a gaming system, 5E is perfectly functional. It's fast-paced, easy to learn, and you can tinker with it relatively easily. With that said, though, there are certain aspects of it that I (as a player, an occasional DM, and a designer) absolutely hate.

And, as always, one player's flaw is another player's feature. So keep that in mind as you go through my list.

1) The Narrowing of Class Features
When I sit down with an RPG, one of the things that I enjoy is outright ignoring the stereotypes of a given class, and how they use their powers. Unfortunately, though, 5E has narrowed the functionality of class features to the point that character concepts which were simple to create in previous editions are outright impossible to make now.

I’ll give you an example. A barbarian's Rage now has the caveat that you have to either attack a foe or take damage pretty much every round in order to keep your Rage going. This reduces Rage to nothing but a combat-focused ability, taking away any other potential uses for the power. You can't use your enhanced strength to pick up fallen comrades as you flee from battle, for example, and you can't use it to give you an extra boost while climbing a mountain side. You can't use it to outrun people chasing you across the rooftops, and unless you're actively being hurt you couldn't even use it for something like rescuing NPCs from a burning building. Even winning an arm wrestling contest is out, by the rules as they're written.

This single-purpose mentality extends to a lot of classes, and it restricts play style unnecessarily. Rogues can only sneak attack with finesse weapons? Paladins can only use their smite on melee attacks? Was a paladin with a longbow whose hand is guided by the divine too game breaking?

And so on, and so forth.

The desire to be less flexible in terms of how abilities work, and thus to restrict character concepts, is one thing that turns me off hard about this edition.

2) Alignment Is More Pointless Than Ever Before
Nothing starts arguments faster than talking about alignment in tabletop RPGs, but at least back in the 3.0 and 3.5 edition of the game alignment had some kind of purpose. Certain spells might affect you differently based on your alignment, you had to be of a certain alignment to be part of certain classes, and there were weapons that wouldn't work for you if your alignment didn't match theirs. It wasn't the most important feature of your character most of the time, but it would have mechanical repercussions in the game.

I've played through a dozen levels in various 5E games so far, and alignment has never once come up. I haven't seen it mentioned in any spells I've looked at, nor in the descriptions of any magic items. There are suggestions in the class descriptions, but nothing happens to you if your paladin, monk, or cleric's alignment shifts away from what it was at the start. It doesn't restrict which classes you can mash up, either.

Which begs the question; why the hell is it even here?

While I'm sure there are a lot of folks who are extremely glad that alignment no longer impacts their in-game choices, if it doesn't actually do anything, then why was it included at all? Why not replace the pages talking about alignment with a deeper, more in-depth discussion of character beliefs and morality, since that's all been reduced to pure roleplay (as far as I can tell)?

3) An Overabundance Of DM Discretion
The Dungeon Master is one of the most important positions at the table; without them, there's no game. However, 5E is a lot more like the second edition of the game, in that it expects the DM to not just rule on what's happening (like a judge or a referee), but to actively use their discretion as part of the core rules.

I'll give you an example so you can see what I'm talking about. The wild magic sorcerer's description says that the DM may choose to make them roll a d20 any time they cast a spell of 1st-level or higher. If that roll is a 1, then they roll on the wild magic surge chart.

A core feature of a class is entirely dependent on the DM's discretion. If you have a DM who doesn't know, or doesn't care, then the sorcerer will never actually roll on that table, which means a big part of that class will never function. Why put that decision on the DM, instead of just writing a rule that made the sorcerer roll that d20 every time they cast a spell, thus making it both truly random and feel like a game of Russian roulette? Or why not instead offer expanded language that states that when the sorcerer is in a stressful situation, or is suffering from any conditions, they must roll the d20 then?

It's both one more thing for a DM to keep track of and it's asking them to put their nose directly into a player's core class feature.

This isn't the only instance of this thinking showing through in the rules, either. If you look at skill checks, there's no longer a chart showing the appropriate difficulty check for certain tasks. Not so long ago, if you wanted to make an appropriate knowledge roll to know what monster you were facing, there would be a formula for determining that DC (typically something like monster CR + 10), and you would be able to ask questions about it based on how high above the DC you rolled. There were similar formulas for determining the DC for making a certain jump, for successfully persuading or intimidating a target, etc. Now there's a footnote in the Dungeon Master's Guide regarding average DC level based on how difficult a task might be, but there are no specific tables for particular tasks and challenges, or for modifiers to them.

If you have a good DM, this isn't a big deal. If you have one who isn't mechanically savvy, or who decides to arbitrarily punish the group by setting nigh-impossible difficulty checks, then there's nothing in the rules you could raise as a point in your defense.

4) Big Gaps In The Rules
It's impossible to make a rules system that covers everything. Even attempting such an impossible task is to court madness. But with the exception of when I joined a second edition campaign, I have never seen a game where there were fewer answers in the official rules about things that will actually come up with a fair bit of regularity.

For example, we have some inkling of when certain races get older... but where are the age penalties/benefits (and if they don't exist, then what difference does it make how old you are)? We have rules for breaking objects, but no specific rules about trying to sunder the weapon, armor, or shield being wielded by an opponent. We have no set DC levels for given skills, as mentioned above, and there are no real rules for how you learn new languages. As a sample of the things that, while I was trying to build characters and figure out twists for an intro adventure, left me sighing and muttering, “Goddammit, 5E...”

Sure, these aren't insurmountable problems. But if someone tries to sell you a car, and that car has parts missing, you'd be understandably irritated as you find ways to fill in those gaps. Especially if you were in the middle of a long campaign when you realized a piece you figured would be there just isn't.

5) Archetypes
When I first came across the concept of archetypes back in 3.5, and then later on in Pathfinder, I thought they were a phenomenal idea. You took a base class like the fighter or the rogue (which already had a general, level 1-20 progression), and you swapped out certain abilities to make a more custom package of abilities. Maybe your fighter gave up heavy armor proficiency in exchange for additional damage with light weapons, making them into a duelist, or your ranger gave up spells in exchange for the ability to create traps. Archetypes were taking an already solid foundation, and providing you additional options you could use to better realize certain concepts.

The keyword there is option. Archetypes were not a required part of the game. Much like prestige classes, you could use them if they suited your concept, or ignore them if they didn't.

One of the most irritating aspects of 5E for me is that it kept what I can only think of as a holdover from 4E, in that classes much choose a particular archetype which more specifically defines their powers. Rogues have to make the choice between arcane trickster, shadow dancer, and assassin, for example. Barbarians can elect to go berserker, or totem worshiper. And so on, and so forth.

Yes there are more options than that now, but these are the choices you're faced with in the base book.

The problem is that there is no longer a foundation class; every class has branching paths. And the specificity of those branching paths often eliminates certain character concepts (perhaps just as much as the narrowing of class features I mentioned in the beginning). I don't mind their existence, as several of these archetypes are fun to play with; I object to them being mandatory. Because if they are optional, they give you additional tools to use for making your best game. If they aren't, then you're just being forced to cram your concept into one of these more narrowly defined paths which feels more like something out of an MMORPG like Diablo or World of Warcraft than the free-form universe of options and customization that tabletop RPGs have the ability to offer.

While you can make the argument that the DM can just change the rules at their own table, these criticisms apply to the rules as they're written, not how someone may modify them in their personal games.


For more of Neal Litherland's work, check out his gaming blog Improved Initiative, or take a look at his archive over at Gamers!

Picture Reference: https://www.youtube.com/watch?v=CUDJzEagqE0


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9 Comments
Robert
26/7/2018 09:43:10 am

1) Restrict rage to only combat (the way it always has been in actual D&D), or change the way it is tracked so you have to keep track of the total number of rounds that you have left of it (PF method)? I can still use it for a round to climb a rock or arm wrestle, so that's fine for single use ability checks. I see no problem with skills being written like this... And the Ranged Paladin Smite thing would be ridiculously powerful. It would be the "only viable option" for a ranged character if it was possible. All these restrictions make sense and work for game balance.

2) Alignment as a hard-line mechanical effect is horrible. It is too subjective a topic.

3) Oh noes... GMs get to run their game their way and make their own decisions... Gods forbid that... I understand that some people want heavily codified rule-structures so they can rules-lawyer the DM to death, but outside of those people, I have never seen a problem with the more rules-light approach that would make me run to the rule-heavy approach of previous editions.

As it is, the GM Discretion consists of adjudicating DCs (which they do in any system), determining when characters make skill checks (which they do in any system), and determining adv/disadv (which is just another version of deciding where to stack pluses). This is a cleaner, more stream-lined system to allow that process to be simple and intuitive, rather than complex with requisites of memorizing every possible modifier that may come in to play in a given session.

As for the wild mage, it is designed that way so the DM can decide how much of a factor those wild surges can be, and to ensure that the DM and player work together for that character archetype. There are specific functions that make the roll a requirement to create a baseline minimum.

4) Big gaps in the rules don't really exist... See #3... GM Adjudicates with the one basic system in the game: 1d20 + Attribute + Prof mod (if appropriate) vs DC. This works in every single area of the game. It is even how to hit and save rolls are adjudicated.

5) Instead of tracking which options from the fighter you give up for other options from your kit, you take a package. While I understand some people's desire for more flexibility to mix and match the options from given archetypes, they have a default archetype for each class, and all others are effectively "swap out this suite of abilities for this other suite of abilities." I don't see the problem here unless you really prefer a crunchy, video-gamey feel to your D&D more... Where the focus is on slimline min-maxing rather than story telling and growth for players. I personally feel that 5e finds the right balance in this, but the overabundance of feats that did near nothing until you finally got that one that makes you all powerful was a turn-off of 3.x/4e/PF, just as their skill system was (although PF's implementation wasn't nearly as horrible as 3.x and 4e).

Reply
Peter
26/7/2018 02:04:25 pm

I agree with everything, and you idea on Alignment is not far off the mark. I have a similar back ground and I find the alignment aspect under utilised.

Alignment is the guiding principles that the character uses in their life simplified to two words.

For a Paladin/Cleric it was the their belief based worship, access to specific spell types and effects( you mentioned this).

Remember all the 6 variations of DND (basic, expert, advanced, 3.5, 4 and 5e) only 5 e doesn’t use it.

I now find characters that no longer have to worry if they deviate from alignment they loose something, boring from a thematic and roll play view. No risk all reward....meh.

5e was designed to be inclusive to the point of redundancy. Paladins are now more like cavaliers who take oaths, (yes if they fail they loose something but so did cavaliers, also they lost that aspect for their class in 5e) not be the armoured fist of their god as they once were.

Been playing for over 37 years all variants including the immortals levels edition.DM and player. I find 5e to be broad and easy and enjoyable but the DM now has a higher work load.
I am not sure Gary Gygax would be happy with where the version has gone from what he gloriously started nearly 50 years ago.


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Mark link
26/7/2018 11:07:12 am

I think you've just listed most of the things I LOVE about 5e....

Reply
Neal Litherland link
26/7/2018 12:26:33 pm

As I said in the post itself, one man's feature is another man's flaw.

I'm not a 5E main, and it's my secondary game at best. The reason for that is likely because the things players love about that edition tend to be things that frustrate and annoy me about it.

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Thiatas
26/7/2018 03:15:02 pm

DM discretion has ALWAYS been part of D&D. . . ALWAYS.

I do agree that some more concrete rules on certain subjects, if only added as optional ones, would be nice.

One thing that I love about DM'ing 5e games is that it allows me to world build better.

Archetypes allow me to add customization to classes in a built in manner, and I have to worry about game balance less becuase of that.

Sure, things about some of the powers like Rage are annoying.

But if you think about it, many of those changes are there simply to reduce the amount of paperwork and book keeping you need to do as a player.

Speaking of, as a player, I actually feel that I have more leeway in playing my character (when I have a good DM) than not.

In games like pathfinder, that have a rule for everything, we are constantly arguing about the rules, and why we can or cant do something.

By applying a built in degree of DM discretion on a vast array of things, it puts an obvious focus on DM ownership of the game.

As a DM, I hate being a ref, I love being a stor teller, I hate arguing about rules, and I love saying that X happens in this particular circumstance and that 5e can handle that with its built in ADV and DIS system for rolls.

People who like games like 5e, or even Savage Worlds, do so becuase they spend more time playing, rather than looking up game rules and 'building' things.

People who like Pathfinder, GURPS and HERO System, like those games becuase of their character building aspects on the mechanical side of things.

Neither is wrong, but as I get older, I value the first more than the second.

People, stories, experiences, are all more valuable to me now than they were 10 years ago.

The details for me can be glossed over to a degree now, I don't want to sweat the small stuff and every little +1, and 5e actually does this EXTREMELY well.

Reply
Tim of Tabletop Terrors link
26/7/2018 09:03:19 pm

I can totally see where you're coming from! The wild thing about 5e is that your list of 5 things that you hate is the list of 5 things that I love. To each their own, and great article. Well written and thoughtful. What is your favorite system, if you don't mind me asking?

Reply
Kole
20/8/2018 09:38:13 am

I think before you write an article about how much you hate 5e.... you should make sure you have all the details right. There is no ""shadow dancer""" archetype for rogue. It's arcane trickster, THIEF, and assassin. Like someone else has already said, there is always some default archetype that you can "lean into" the stereotypes for the class (white paladin, thief rogue, ect). Also, there are alignment restrictions for picking a class. For example, you CANNOT be a bard if your character is lawful, right there in the opening of that class chapter. Also why in the world would I want to sit down with a table to figure out a DC every time my players want to pick a lock??? It sounds like your big beef with 5e is that it's not complicated and rules heavy enough, which makes you come off like a gatekeeping jerk. I figure it's not true, because anyone who takes the time to critique a system the way you have, DOES suggest a love for RPGs in general. I just can't wrap my head around how you want more rules for things any mediocre DM could decide in two seconds.

Reply
J
20/8/2018 05:06:43 pm

So many factual details wrong.
Alignment spells like Protection from Evil worked against "evil creatures" - that is, creatures with the Evil subtype, not a regular character with an evil alignment like a corrupt rogue.
You could break alignment and abandon your deity in 4e without losing anything, cleric and paladin. The class descriptions explicitly stated that divine power (power, not will) was vested in a ceremony, and was not subject to the will of the deity. They then discussed those who turned against the faith still having their powers, and how the faithful would hunt them down.

No DC tables? 5E DMG page 238.

No rules for learning a new language? Bullshit
5E PHB, page 187. Last paragraph: Training.

GM discretion? That's always been part of the game, and is arguably the most important part of the game. Especially since things will NOT be the same between campaign worlds! Maybe X always works one way in Golarion, but things are different between Faerun, Athas, Greyhawk, Tal'Dorei, and my homebrew world.
Here's the funny thing though. Making "rules for everything" is explicitly reducing GM authority, and boosting rules lawyers. And creating at-table arguments when the GM declares something minor, and then someone says "actually, the rules say"

More rules is actually less freedom, and you go on and on about loving freedom in this post. This is a big reason why rules-light games like Fate are becoming so much more popular.

But we get it. You like 3.5 and don't like anything that deviates from how 3.5 does things. You don't need a huge post to say that. A huge part of the 5e design philosophy was to hearken back to SECOND edition in feel and style, while keeping what improved from later editions. But 2nd Ed is not 3.5 either, and I expect you would hate it even more.
Why not read 2nd and do a 5 things post about it? It would be fun

Reply
Bjorn
24/2/2021 04:48:12 pm

2nd was terrible. Between poor half assed versions of first ed rules and the asinine changes to give into the satanic panic of bored evangelical housewives and husbands. It's just a hilariously bad clusterfuck. While some of the lore and setting were good building blocks it is overall just bad. 1st is has an amazing wonder to it even if the system is basic and clunky by today's standards but is still playable. 3/3.5 had balance issues(DM intervention not withstanding) but overall took the 1E lore and fixed most of the 2E problems and made a fantastic system that just worked and worked well. 4E was... Mechanic heavy, but it worked well for dungeon crawls and honestly harkens back to the ideas behind chainmail. I didn't like it, at all, it tried to draw in people with videogame like per encounter mechanics and it never really felt like DnD but like DnD based dungeon crawl video games. It wasn't a terrible game, it waant a good DnD game. 5th edition took much of the bad of 4E and tried to fix it and just failed. Required archetypes, the charge action is now a feat? Little no customization optionz like 1E, all the bad of 2E, it's just a cluster.

Not to mention overuse of the word "DM discretion"... Yes it was always DM discretion but the system and rules are supposed to make suggestions for the intent of the rules and how the system works. It's the exact opposite of the Pathfinder Society's overly strict nonsense and just as much nonsense just the opposite way.

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