I often say that I vehemently dislike D&D 5e, but that's not entirely true. Mostly I've moved on. There are specific design choices in 5e that conflict with the kind of TTRPG experience that I seek and enjoy. This post attempts to explain those differences.
1. Advantage / Disadvantage
Advantage and Disadvantage is unintuitive. A normal d20 produces a flat distribution where every +/- 1 is worth a +/- 5%. Disadvantage produces a curve distribution where success changes in a non-linear way. The result is that dis/advantage does not have a consistent numerical value. Sometimes feels like a +/-4, sometimes like a +/-5.
Here's where the mechanic really loses me. Rolling a natural 20 with disadvantage becomes a 0.25% or 1 in 400 chance. Meanwhile, rolling a natural 1 with disadvantage becomes a 9.75% or a 39 in 400 chance. I think this spoils the excitement of d20 system where you always have a 5% chance to roll a nat 20 and succeed.
If your design goal is simplicity while preserving the spirit of the d20 system, a straightforward change to the DC or a flat modifier like in Index Card RPG (ICRPG) is easy to understand without spoiling natural 1s and natural 20s. This is why I prefer fixed modifiers rather than advantage and disadvantage.
2. The Catalog
D&D 5e is the culmination of 40 years of D&D. They came up with a lot of bloat in those 40 years, and a lot of it made it into D&D 5e as standard content. I call this the catalog, and it means the list of fantasy races and sub-races, character classes and sub-classes, backgrounds, feats, and spells. There is a lot of stuff for players to choose. All of these player options are expected to be available whenever they receive an invite to join your game. Taking any of these player options away for any reason, such as making a more coherent or cohesive game, presenting a different genre or subgenre, pursing a different setting, etc., is perceived as nerfing or restricting players. They tend to dislike it.
The catalog is a kitchen-sink. It is all the toys in the toy-box. You don't have to play with all the toys, but existence of options creates expectations of availability. Restricting some of the toys can allow you to curate the kind of game you want to play. You can play a slightly different game or a very different game. If you just want to play with just the army men, there are 5e players who want to add power rangers and sailor moon. They will never be content to just play with the army men. You are stuck playing the kitchen-sink version of the game.
I wrote more about restrictions here: 5e House Rules - High Immersion, High Discipline, GM Curated Style of 5e. I also wrote about why human-centric settings better preserve the tone of your game here: Human‑Centric Fantasy Settings: Why Monster PCs Break Tone. I also wrote about how class designs in D&D 5e are a mess here: How to Fix Modern Class Design.
3. Alignments
I'm not sure alignments ever made sense, and I don't think E. Gary Gygax ever really did a good job explaining it. By the time we get to D&D 5e, most players view Alignment as a personality type. It's not, but that's not what I don't like about alignment in D&D 5e. There are no built-in restrictions on player character alignment, so inevitably you have one player who chooses one of the butt hole alignments. This leads to a group of players that are less cohesive, less cooperative, and maybe even a little adversarial. I've never liked player vs player conflict, and I never found it fun. Any rule that passively encourages or permits it needs to go.
I wrote about what alignments are very simply here: D&D Alignments - How to Use Them! Read this and tell me I'm wrong about what alignments are.
4. Player Skill vs. Character Skill
I don't like rolling for everything. It's not fun to roll dice and fail. I want the things I say or do in-character to have their own merit and be worthy of success or failure by the logic of the fiction or setting. I can show you where in the 5e DMG (2014 version) that it says the DM can decide to not use the dice except for in combat. It's page 236 of the DMG, under the section The Role of the Dice.
Quote: "One approach is to use the dice as rarely as possible. Some DMs use them only during combat and determine success or failure as they like in other situations."
That's rules as written, and that line says that the literal written word of the rules is not Rules As Intended (RAI).
In 5e, everyone seems to think you have to resolve everything with dice. I've played with multiple GMs. They want you rolling for everything. It's ridiculous, it discourages players putting in any kind of effort, and it slows the game down. What I'm subtly referring to is a concept called player-skill-forward which I wrote about here: Player Skill vs Character Skill - Managing Expectations. I also wrote a Primer for No Speech Mechanics in TTRPGs and How to do Speech in TTRPGs (without dice!) which requires a player-skill-forward playstyle.
5. Hard to DM
I would argue that this game is harder to DM for than other games. When running Index Card RPG (ICRPG), I could easily keep all my notes to one or two pages and comfortably improv. Prep was a breeze for ICRPG too, and it didn't take a lot of my time.
Also reference: The DM Shortage - Why 5e Doesn't Have Enough, Cognitive Load for GMs, and The Authority of the GM / DM.
6. Hit Points in 5e Suck
In GURPS, the rules of the game are intended to model real world physics. There are pros and cons to this, but in attempting to model real world physics, the game is intending to describe objective reality. A GURPS human has 10 HP by default, and there is an upward limit on how much HP a GURPS human can have. 18 is a lot of HP for a GURPS character. This makes damage proportional, objective, concrete, and intuitive. You know if you do 6 points of damage that you've done a lot of damage no matter what scope or scale you're playing.
There are also rules for recovering lost HP that are intended to model real healing and recovery. It makes the in-game world easy to understand. Anything that makes the game easier to understand makes playing the game faster, even if you need to handwave five or ten in-game days to recover after a fight.
Meanwhile, in D&D 5e, everything is a damage sponge, and so combats go on and on and on. Within the narrative, you can stab someone with a spear, and then they can nap it off, which is absurd and immersion-breaking. Tension is difficult to have in a game like 5e, and combat is a slog. It's suits a cinematic style action game but with cartoonish rules.
I wrote about this here: Scaling Problems in TTRPGs - An Argument for Small Numbers.
7. Combat Is Boring
Combat is boring and I'm tired or politely accepting it; But if it's not boring, it's because the GM went and threw some bonkers-high CR monsters at us. Part of the reason why D&D combat is boring is because of HP which I just commented on. The other reason why D&D 5e combat is boring is because it's just too slow.
I would first suggest simplifying turns. Every player gets only one thing they can do on their turn, and they can move up to their normal movement as part of their action. Say what you do, say how, roll your dice.
I wrote a few blog posts about why the game is slow and how to speed it up:
8. Fantasy Ruined Monsters
There are two kinds of monsters: horror monsters, and monsters as exotic people. I think all monsters work best as horror monsters and were probably intended to be horror monsters until twentieth century children's books softened them. Somehow, modern fantasy has inherited the softer version of monsters, and you won't often find the horror monsters in D&D 5e. They're just exotic kinds of people now. I don't like it.
Almost everything gets humanized except maybe zombies and aberrations.
I wrote a few things on this: Monsters in Fiction, Modernity Ruined Monsters, and
9. Setting
The setting by default makes room for everything in the catalog I addressed above in item 2. This necessarily means the setting must include things that don't feel like they belong. That means the setting lacks cohesion and a feeling like it makes sense.
Fantasy doesn't mean anything goes; I don't need a realistic setting, but I do need a setting that feels like it makes sense. The default assumptions about a game influence its tone.
I wrote a few things how elements of the setting conflict with each other here: Human‑Centric Fantasy Settings: Why Monster PCs Break Tone and
10. Tone
I have been hinting at it, but I haven't said so explicitly. The tone of 5e games is cartoonish. It's hard to take seriously. When normal people watch you play your modern 5e game, you all look goofy. You're playing a game where paladins, a class described as a "devout warrior" and "standing against forces of evil", can use a divine smite on a bugbear, where a divine smite is literally named divine and is described as dealing radiant damage, meanwhile a bugbear is described as a goblinoid which is described as mischievous. It sounds like a misuse of divinity and I think by the giggles and cackles from the other players, they agree.
Tone means the mood or atmosphere, or, how the audience / participants should feel. How are we supposed to feel?
- You get stabbed. You take a nap and you're all better.
- Characters can take a lot of damage and keep going, and they seem to do so without regard for their safety.
- Monsters aren't monsters, they're just misunderstood people.
- Elves are just humans with pointy ears. Fish people, mushroom people, and fire people can just live in the same village.
At the end of the day, D&D 5e feels silly.
Conclusion
Every gamer wants to play D&D 5e and are reluctant to find another game. Therefore, if you want to play any other TTRPG, you'll have no one to play it with. This frustrates me because I don't want to play D&D 5e. There's a lot of games out there and I want to encourage everyone to find one other game they like. Just one! Here's a short list of free alternative games and games like D&D: How to Play D&D for Free.
Also reference this blog post from 2024: 5 Things I don't like about D&D 5e
If you're looking for a suggestion to get your players to try another game, read this: How to Convert 5e Players: The World Within a World Strategy.