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Ongoing Review on DnD 5E

Jan 19th, 2015
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  1. ONGOING REVIEWS ON 5E
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  4. Caution Points in Combat Encounters:
  5. a. Quantity over Quality. Not only CR system is not really balanced, but adding even one monster regardless of CR poses significant additional threats.
  6. b. Bounded Accuracy - Limited Version. Yes, the Attack bonus and AC are bounded, but the damage and most importantly Hit Points are not bounded; Early levels would mean that PCs can be easily defeated, especially if outnumbered (which means more enemies' hp to be removed, and they can attack PCs as long as they still active). Both (a) and (b) can be controlled by giving guidelines of 'maximum monsters' under normal situation (well, if there are many terrain features / items, swashbuckling might help, but still..)
  7. c. Underdeveloped CR System. Comparing monsters with exactly same CR might give you some insights regarding the glaring problem of CR. True, it can be mitigated using RP (some are mindless, some are cowards, some are aloof and tend to flee, etc.) BUT it still fall at the grey area of DM discretions.
  8. d. There are many abilities of Monsters and PCs who are 'turn-specific', such as 'on your turn', 'on your next turn', or 'once per turn'. Be doubly careful here.
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  11. Caution Points in Overall System:
  12. a. Proficiency. The glaring obvious problem is getting new proficiencies on high level would suddenly give extra-ordinary bonus. Good thing is, gaining new proficiency at high level can only be done by limited ways, and it is under limitations of 'Variant Rules' and 'Advanced Play' and 'Only with DM's Permission': Feat and Multiclassing.
  13. b. DM Discretion, really it is good if everyone is in good mood and trusts each other, and if the DM is open-minded enough, and the players are willing to understand DM's attitude. Otherwise, on closed-minded / arrogant DM, demanding / selfish players, and any other social problems, DM discretion would make problems in multi-GM campaign. Single DM campaign (dedicated campaign) are safer, since the rule of 'DM is always right' is there.
  14. c. Classical problem of ability. What is Str? What is Dex? What is Con? What is Cha? And the highly debatable, which one is Int and which one is Wis? AS long as the players are willing to follow DM, as long as each player is not selfish / self-centered / envy other players, and as long as DM is willing to discuss with player (keeping an open mind), this might not be a problem at all; it might be a chance to have fun together.
  15. d. Treasures. PCs do not need magic items and can survive without one; but without 'treasures' it means one less 'drive' or 'motivation'. One thing that might be done is by providing 'treasure hunter' quests: collecting raw materials, searching for formulas, and creating the items. So not a single quest with a reward, but a series of quests, each rewarding one part of the item.
  16. e. Advantage and Disadvantage. Very intuitive for DM, but in the long run it might increase playing time. Giving Advantage benefit less than Disadvantage hurt, to overall game / encounter speed. Effectively, Disadvantage give that neener-neener or disappointments too much.
  17. f. For faster combat, encourage aggressiveness. Trading Advantage due to action is one way to achieve it, and it will benefit player more (and also encourage aggressiveness, and encourage faster combat encounters). HOWEVER, it will cause many problems, and would render Barbarian's ability (Reckless Attack) a bit obsolete (since everyone can do that).
  18. g. Oh, the Background Features: OP. Most of them are the most game-breaking, if the DM permits easily, or prone to argument between players or player-dm, if DM permits in a very limited way. Abstract, full of ambiguity in semantic, with unclear RAW / RAI, and can be abused by forceful players. Plus, they are terribly terribly terribly terribly terribly illogical and nonsensical; especially the Wanderer feature from OUTLANDER. And it in no way promoting 'good roleplaying' at all. Better switch to classical, obvious bonus(es).
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  21. Caution Points on Character Creation:
  22. a. Maximum buyable Ability Score (point buy). It is 15 at 1st level before bonuses from race / feat.
  23. b. Starting Gold. Apparently the starting gold system is still better (to support weird character concepts), and it is also implemented on the organized play. However starting equipment is an alternative, for those who do not want to fine tune their characters.
  24. c. Background. Spending more time at the Background would make a more quirky character.
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  27. Low Level Encounter Design:
  28. a. Hit Points and ability to deal damage is very low; it is advised to put monsters not more than PC's number. Quantity is still over Quality, and it will hurt PC more.
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  31. ENCOUNTER DESIGN:
  32. Always, Always, Always remember, Encounter difficulty is based on level and number of PCs AND monster. 1 Monster has 1 multiplier, 2 monsters have 1.5x, 3~6 have 2x. More than 6 is not advised, IMO.
  33. This means number is dangerous.
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