this post was submitted on 04 Sep 2023
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5e has both too many rules and not enough rules.
It has very specific rules in some places. Item interactions, many spell specifics, grapple, holding your breath, etc.
It has very lackluster rules in other places. Social conflict, item and spell crafting, metagame stuff like making your own class or species.
I think a lot of people playing DND would be happier playing a different system. Just not the same system for everyone.
Exactly. It's sort of an uncomfortable middle ground, but also just kind of messy.
And I'm tired, as someone who DMed it a bunch, hearing people act like broken or missing rules aren't a problem, or somehow even a good thing, because the DM can just make something up. Yeah, not shit. I can do that in literally any game I run. It's just unpleasant to do in 5e, yet I have to do it all the damn time to keep the game running smoothly. I'd rather have a game that either supports me as a GM, or is easier to improvise.
I think it was a different thread where I posted about how a guy in my dnd group straight face told us something like "the beauty of DND is we can just try out different rules. If we want to do a chase scene we can try it one way, and if it doesn't work or we don't like it we can try something else".
I'm just like that's not a unique property of DND. That's just how playing make believe works. And I'd rather have a game that runs okay out of the box rather than keep playtesting as a DM, or deal with unchecked dm whims as a player.
That sounds familiar! Partly because I recall reading that, but also because it's a frustratingly common scenario.
D&D is, for a ton of people, synonymous with tabletop RPGs. Often that means people think the things they like about playing tabletop RPGs are unique to D&D, even they aren't.
What gets me are people who complain about Pathfinder 2e having more rules. You're just as free to ignore them, and no one has to read much less memorize all the rules. Besides, is anyone under the illusion that players are learning all the rules to 5e?
This is why I'm switching to GURPS. It has rules for everything, but it's very clear that you only need a handful of them, and the rest are options you can decide to use or not. I'm probably not going to use the rocket equations in the Space book to make space travel more realistic, but it's nice that they're there in case I wanted to.
Praise be to GURPs! It's unfortunate that there seems to be a persistent sentiment that DMs should be making snap arbitration on a large variety of systems instead of having a rule-base that you can ignore when it gets in the way of your storytelling.
GURPS does this some much better because it does have rules for almost any genre and style you want, letting you have professionally crafted rules that have been playtested and matches to the genre they are designed for that you can use either way.
I like the middle ground where 5e is
DND writes its rules to be as quick to read and apply to basic situations, but then becomes unwieldy in many if the non-standard cases because they didn't take the word count to fine tune the rules work as you necessarily would expect, and thus they become confusing.
Something like PF2E (while not perfect in clarity, but much better) has much more verbose rules, but they do a better job of making them apply to non-standard situations closer to how you expect more often.
It also suffers from not using consistent language and keywords in the rulings.
The more recent rewrites are better but there would be way fewer discussions on "what exactly does this mean" if there were consistent keywords for things.
...also I am currently writing a pile of homebrew to try and run a spelljammer game because those books they released inspired me to run a Treasure Planet campaign but didn't give me nearly enough material.