May I ask what it was that inspired you to pick up 5E and give D&D another try?
Also what setting are u planning to run, from memory you said u only got the 3 core books, so homebrew, FR, other?
Well, a guy I work with and I got talking about it a several weeks ago. After asking around, a few others at work had never played but were interested. The guy was already looking into 5E through Beyond, and I checked out some of the OGL material. I found a great deal on the core books online, so decided to get them.
I stopped playing because I moved to Europe about 10 years ago and couldn't find any interest. When I moved back to the States, other things took priority for a while. Now, I find myself in a position to have both the time for gaming again and people I know interested in it.
The world is my own. I have several maps, etc., established kingdoms, blah blah blah.
The players decided to go a different route, very "anti-social" in racial selection I suppose (Half-Orc Thief, Blue Dragonborn Monk, Tiefling Warlock, Drow Elf Ranger, and Duergar Dwarf Fighter), and when making the character the fighter brought up the point about hitting and said he wasn't any better really (other than a slightly improved chance due to high Str) than the others. It reminded me SO much of the other editions and how fighters really never excelled at fighting compared to the abilities other classes got. 3E changed that somewhat, but became so convoluted in min/maxing it made me sick.
Hence, why I am here.
I thought the easiest fix would be modding the Fighting Styles to scale with level. So, the player could focus on archery, defense, damage, protection and naturally get better at those things as the level improved. I see after some of the posts a full Proficiency Bonus to AC would probably be unbalanced, and I would be fine with using 1/2 that, rounded down. Archery and Dueling could both add Prof Bonus to damage instead of straight +2, Protection could be used more than once per round at higher levels or something. I don't know, I'll have to see when we play if I think changes are needed and if the player is happy with the Fighter without them.
We're meeting today to finalize characters and play-test some mock combats, etc. to cut our teeth on the system before we actually start the campaign. I'll discuss most of the feedback, explain the concept of Bounded Accuracy, and play RAW for a while with certain changes in mind. I mean, in glancing through the magic items, I found it odd things seemed capped at +3 given I am used to +5 from earlier versions. That isn't such a big deal, as more powerful magic items have always been pretty rare in my games, but I have to admit times when the party stumbled upon a +5 Long Sword at low levels made for some interesting encounters! Once word got out about the weapon, they had to struggle to keep it around with NPCs and monsters seeking it out for themselves LOL! I also noticed so many things in 5E seem to modify damage instead of attack, but now I get that is due to the whole Bounded Accuracy thing.
I've received several good suggestions, some similar to ideas I was considering anyway. So, thanks again to those who offered suggestions and feedback. Much appreciated!