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  • Because 5e is a simple game made for adolescents. It's easy to pick up, easy to build a character, and easy to run. The problem is once you start trying to do anything particularly interesting, it crumbles. It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance. I mean, last I checked you have the option to be proficient with various sets of craft tools, but the system doesn't actually explain what that actually does mechanically.

    If you want to make interesting character builds, you have to transition to a more detailed system. I'm partial to GURPS myself, but Pathfinder 2e is a nice middle ground of detail while still being fairly familiar to someone used to D&D.

    • I mean, last I checked you have the option to be proficient with various sets of craft tools, but the system doesn't actually explain what that actually does mechanically.

      Chapter 8, "Between Adventures," "Downtime," "Crafting." Page 187 in the 2014 version of the Player's Handbook. It tells you exactly how long it takes and how much it costs to create items using artisans' tools. I concede that it's pretty generic and would benefit from some refinement, but it does explain what you can do, mechanically, with your proficiency in artisans' tools.

      (If the 2024 version of the Player's Handbook removed this guidance then I'm not sure what to say, except that I don't personally consider that version to be "5e.")

      Xanathar's Guide to Everything also has an extensive section in Chapter 2, beginning on page 78, that does a great job fleshing out each type of tool proficiency and providing novel ways to use them. I highly recommend that if you're interested in crafting.

      • I concede that it's pretty generic and would benefit from some refinement

        That's my point. A couple paragraphs on one page, and an addendum in another book to consider giving the player advantage and maybe an "added benefit", again left entirely up to the DM. The Xanathar's content is nice, if again a bit vague, assuming your DM uses it. But that's still buried in an appendant text.

        And that's just one example. Called shots are another good example. Anything outside the narrow scope of the written rules is left up to the DM. That's not fundamentally problematic in a ttrpg, the game master always has the final say anyway, but it's lazy game design, and it's only getting worse with each release. I said elsewhere that I quit D&D after buying the 5e Spelljammer set, which dumped all mechanical decisions onto individual DM decision. I don't buy rulebooks to get permission to run my game how I want. I buy rulebooks for playtested rules.

    • It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance.

      The idea here is that the D&D ruleset is supposed to be permissive, not restrictive:

      • permissive - anything not explicitly prohibited is allowed
      • restrictive - anything not explicitly allowed is prohibited

      The gameplay experience depends greatly on which of these directions you interpret rules from. So, when you say that it "provides very little guidance", that's intentional, because it allows the DM and the players to use the basic structure of the game to support and inspire having fun and being creative. It should be a foundation, not a cage.

      D&D was always intended to be an open framework for actual roleplaying. The munchkin concept of gaming the rules for min-maxing stats came later.

      Rules lawyers, be they DM or player, make playing less fun.

      • No, the idea is that 4e basically imploded the brand, so they pushed some unfinished stuff out the door before the axe came down and suddenly and unexpectedly they discovered that the brand was printing money.

        Rules aren't restrictive, because every rule is optional. A lack of guidance is WotC asking you to do their work for them.

      • I don't need to buy a set of books to give me permission to use my imagination, and I don't need it's permission to disregard rules that don't serve my campaign, or homebrew my own. Every ruleset of every tabletop game is optional. Sure, ignoring some rules can unravel the system, but every table is free to make that choice.

        I buy a set of books because I want an exhaustive set of balanced and playtested rules. I am under no obligation to use every rule, but I want to have them so I know if I choose to use them, I'm not going to break the balance.

        For instance, I've fully moved to GURPS. It has a reputation for being complicated because there are lots of mechanics available. I ignore the vast majority of them most of the time, but when a player wants to do something out of the ordinary, I can count on having a balanced mechanic available for guidance. I don't have to worry about being too strict, or too lenient, or inconsistent the next time the same situation arises.

        5e isn't "permissive", it's lazy game design. I quit after buying the Spelljammer set, which provided basically zero guidance for any of the actual spell jamming stuff. When the answer to every question is "The DM can decide to do it however they want :)”, you're not actually releasing a game system.

        Again, I don't need to buy a book to have permission to use my imagination however I want. I buy a book to give me balanced and playtested mechanics. WotC doesn't seem particularly interested in that.

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