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.
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.