D&D 5E CHALLENGE: Change one thing about 5e

Vulf

First Post
Dragonborn:

+1 hp per level
Breath Weapon used during an attack action in place of one attack

The Abeir Dragonborn of 4th edition were more resilient and could use Dragonbreath as a minor action.
Things were toned down a little much, compared to Dwarves, Elves, Humans, Half-elves and Half-Orcs, and they seem under-powered now.
 
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Vulf

First Post
Our PHB is falling apart at this point, so I don't mind if they do a slightly different edition. They already have a faq that you need to print out anyway.
 

My solution is to limit specialists to spells from their speciality school only. Read magic and detect magic become class abilities of the Wizard.

A "mage" class would also be added, that can learn from any school, but whose spells top out at 6th level (basically a 3/4-caster progression, spread across a full class progression). You can be versatile the expense of power, or powerful at the expense of versatility. A diviner is a diviner, and isn't just a guy with a some foresight nuking everybody with a fireball (just like the necromancer).
What you're proposing instead is that the diviner be just a guy with some foresight twanging away uselessly with a crossbow. Heck, there aren't even enough divination spells in the book for a 1st-level diviner to choose all the spells he or she is entitled to!
 
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Dualazi

First Post
First off, props for the opening statement presentation, it’s probably one of the best I’ve seen here for a long time. Second, I’m going to join the cadre of rule breakers because I honestly couldn’t decide between the two which was more important to me.

1) Monster actions and diversity are sorely lacking. Even setting aside CR issues, there’re just far too many creatures in the basic MM that only have a default bite/claw attack to spam until their eventual death. In 4e, even the basic level 1 kobolds had a selection of 3 kinds of bullet for their sling, with different effects they could use. There were more zone effects, more save ends, and more auras/reactions. While 5e probably doesn’t need quite the same frequency, if I could be king for a day I’d try and make sure there was more battlefield diversity that didn’t stem from throwing caster levels on everything.

2) Significantly increase the number of non-magical class options (paladin/ranger/bard etc) and also give all non-magical classes abilities that were superhuman in nature, though still non-magical. Such as a barbarian stomping hard enough to cause fissures, rogues channeling their inner Neo to perform incredible dodges, fighters bisecting giants in a single blow etc. If D&D casters are going to end up stronger than a huge swath of fictional magicians, then martials should at least end up being on par with legends as well.
 

NotActuallyTim

First Post
Altered action economy. Instead of attacks, Fighters and lesser 'fighter lites' like the Paladin and Barbarian get additional actions per round. Spellcasters and spells in general have multi-actions (and thus, often multi-round) casting times.
 


dave2008

Legend
Mostly cosmetic changes:
I'd key Paladin smites off a separate X/short rest mechanic, where X is a number from 1-4 and it increases as the Paladin levels on par with the Warlocks spell slots. Damage would increase with paladin levels (between 2 and 5 d8).

Let Warlocks use 6th+ level arcanum slots to up-cast lower level pact magic spells known.

A weapon-master monk archetype.

A spell-less ranger as default, with three archetypes [hunter] being a stealthy scout type, [warden] getting casting, and [beast-master] grabbing the companion.

Make the martial adept feat grant 2 die per short rest.

A weapon specialization feat that adds +1 to hit and an extra +1d6 weapon damage. Prerequisite: Fighter 6, and you can retrain the weapon selected with a months downtime.

Scale low level moon druids (2-4th level) back a bit, and nerf the capstone down to kill off the onion druid effect.

Drastically scale back Simulacrum so it doesn't become a doubling of class resources for 1500gp.

Allow a [Dex] save to avoid Forcecage and being boxed in via a Wall of force.

The Shield spell applying only against the single attack unless up=cast with a 3rd level or higher slot.

Scrap the Halfing art. I hate it, and want to punch the fat little grinning fool in the mouth whenever I see it. Bring back Lydia from 3E in her black catsuit; the first edition that made halflings bad-asses and not all look like pie vendors.

Allow extra attack with the ready action.

Clarify perception v investigate.

Explicitly state the Hiding rules are written in plain English and the phrase' you cant hide from a creature that can see you' isn't meant to be some kind of parsed gamist nonsense of 'you can take the Hide action once you break LOS' and is just a statement reflecting common bloody sense.

Provide more guidance in the DMG about the 6-8 encounter/ 2 short rest adventuring day, how messing with it screws with class and encounter balance, and guidelines for enforcing it.

Did you not read that he asked for one item per person. What is this world coming too!;)
 

dave2008

Legend
First off, props for the opening statement presentation, it’s probably one of the best I’ve seen here for a long time. Second, I’m going to join the cadre of rule breakers because I honestly couldn’t decide between the two which was more important to me.

1) Monster actions and diversity are sorely lacking. Even setting aside CR issues, there’re just far too many creatures in the basic MM that only have a default bite/claw attack to spam until their eventual death. In 4e, even the basic level 1 kobolds had a selection of 3 kinds of bullet for their sling, with different effects they could use. There were more zone effects, more save ends, and more auras/reactions. While 5e probably doesn’t need quite the same frequency, if I could be king for a day I’d try and make sure there was more battlefield diversity that didn’t stem from throwing caster levels on everything.

2) Significantly increase the number of non-magical class options (paladin/ranger/bard etc) and also give all non-magical classes abilities that were superhuman in nature, though still non-magical. Such as a barbarian stomping hard enough to cause fissures, rogues channeling their inner Neo to perform incredible dodges, fighters bisecting giants in a single blow etc. If D&D casters are going to end up stronger than a huge swath of fictional magicians, then martials should at least end up being on par with legends as well.

OMG!

You praised the presentation (which I agree with) and then didn't follow the instructions. What is going on with people in this tread that they can't follow a simple request?

P.S. Sorry for all the ranting about this - I'll stop now.
 

Ath-kethin

Elder Thing
What you're proposing instead is that the diviner be just a guy with some foresight twanging away uselessly with a crossbow. Heck, there aren't even enough divination spells in the book for a 1st-level diviner to choose all the spells he or she is entitled to!

My solution would both require adding more spells for some schools and approaching D&D as something other than a board game. A guy who can accurately predict the future should be borderline overpowered.

And just like now, different specialities fit better in different games and play styles. I don't see how that would change.

Give the "mage" martial weapons or something to make up for the lack of high level spells. I don't think it matters. Again, as a wizard, I feel the choice between high power and broad versatility should be a meaningful one.
 

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