1. THIS corporation I disagree with. The edge of D&D is gone because of WotC. I can understand making a family friendly product, but omitting the word "savage" to be culturally sensitive, and making different races bland and interchangeable and humanizing monsters to avoid non-existent racism is infantilization and nonsense. I don't think this corporation is taking good care of the game, and I don't want to support them.
2. The game is too easy, or in other words, it's too difficult for a GM to challenge 5e player characters. You can mathematically show how some monsters just don't have a chance against player characters. This is probably why they don't publish the math of their challenge rating (or CR) system.
3. Rulings over rules to me means a rules-lite game that relies on GM rulings in the absence of rules or clear rules. I want a rules-lite game that gives the GM more flexibility. 5e has too many rules I don't like and would like to play without, like furries, skills, monks, and charisma checks to have a conversation. 5e doesn't give the GM clear permission to do what they want to the 5e rules. I think it shows a lack of confidence in the customer.
4. 5e puts talks about three pillars of game play, combat, social interaction, and exploration, but it's clearly heavily weighted towards combat. In 5e, exploration is crap. 90% or more of the books are dedicated towards combat, and 5e combat is BORING. Few rules are dedicated to say, hex crawling. In fact, the core books give no instruction on how to run a hex crawl. Exploration is about tension, mystery, and discovery, but some basic character features allow players to NEGATE the risks of exploration, which eliminates the risk reward aspect of exploration and make it lame. Examples: 1st level Rangers who can negate movement penalties in difficult terrain and can't get lost except by magical means, the Outlander background who can always recall maps and general terrain and can always forage enough food and water for 5 people per day if the biome has food and water, and lets not forget the 1st level Goodberry spell. At least Create Food and Water is a 3rd level spell, geez. There are no rules for running a dungeon crawl either. I challenge you to put together a presentation for GMs on how to run a dungeon using ONLY what's in the 5e core books. 5e even has concepts like passive perception so that the GM can play your character for you and tell you when you notice something even when you don't state you're looking for anything.
5. Too much like a Computer Game? Video games are a medium of art with their own limitations and conventions, like needing to follow a script, having overly designed character builds, an excessive catalogue of player options, High and easily replenishable HP, and an emphasis on game balance. I don't like that some of these computer game-y ideas are prevalent in my table top RPGs either. One of the advantages of paper and pencil RPGs is DIY! Why are people buying supplemental books when they can just DIY? I don't know. I have my fair share of books I don't need.
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