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I'm Sick Of...(D&D tropes that you can do without)

Leatherhead

Possibly a Idiot.
Trinity style group composition.
In-combat healing.
Using the cleric as a walking box of band-aids and cure-alls.

The over-use of swords as the standard melee weapon.
Two weapon fighting.
Simple-swordsmen warrior types who do nothing other than stab things.

Players that abuse the alignment system to justify being dicks.
Players that insist that the alignment system doesn't work because it doesn't conform to their personal IRL beliefs.
Players that bring their laptops/cellphones to the game and then spend all their time between turns texting/looking up stuff on the internet.
 

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Shadeydm

First Post
The need to be able to play every monster as a PC (not just drow).

That there always seems to be a short list of obviously better weapons. Either shorten the list to the obviously best stuff or find a way to balance out the value of different weapons (Like 1E weapons speeds for example went a long way towards balancing out various weapons).

Alignment either make it meaningful or just remove it.

Boring +x weapons (see the new article on DDN for how it should be)
 



Arlough

Explorer
Actually, this is a pretty constrained list so far. Much more reasonable than I was expecting.

As for my peeves, I'd have to agree with the arguments against the D20 and genetic alignment.

I don't know it it's a meme, but I am also sick of splatbooks with MOAR POWWRZ instead of more diversity and interesting options.

Sent from my Nexus S using Tapatalk 2

P.S. Just as an experiment, any of us who dislike the inherent 'swing' should try either 5d4 (with a 5 being a critical fumble and a 20, of course, being a critical success) or 3d6 (with a 3 being a critical fumble and a 18 being a critical success).

If I have done my math right, 5d4 should have you hitting 13 about 50% of the time, with a crit/fumble only happening 0.1% of the time; and 3d6 should hit 11 about 50% of the time, with a crit/fumble only happening about 0.5% of the time.
 
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Lwaxy

Cute but dangerous
Waterdeep
Vancian magic
Divide between arcane and divine
Dragon colors = dragon alignment
So-called monster races always being evil.
Awful good paladins
Chain mail bikini style armor
Enormous weapons
Rescue the princess style adventures
Ecology of some settings
Elves as treehuggers vs dwarfs as moles


There is probably more but too tired to think of more :)
 

GlassEye

Adventurer
Genetic compatibility of humans.
Half-elves, half-orcs, half-ogres, whatever other 'half' races exist out there.
Shoehorning 'standard' races into every setting.
Subraces
 


Well, if I had my choice...

I'd rather replace the term 'Race' with 'Culture' and include more than one option for 'Human' characters, along with the traditional Tolkien types. I'd do away with the notion of 'Half Races' accordingly ("was he brought up as an Orc or a Human?"). Human Cultures could be 'Civilised Man' and 'Barbarian', for example.

I'd ditch the Cleric as a separate class, and hone in on the Paladin being the sole 'Holy Warrior' class. I'd base the Class on the Charisma Ability, and remove the spell list aspect of the class for progressive healing, leadership and protection powers (along with strong martial abilities). Similarly, I'd keep the Druid but do away with spell lists - make them based upon inherent magical abilities and skills, rather than Vancian style casting.

I'd combine all the 'Magic-Using' types (Wizard, Warlock, Witch, Sorcerer, Illusionist, Specialist, etc) into one Intelligence based caster, but who was customizable to utilize different magical styles and systems by using Feats and the like. If you want a spontaneous caster, then there should be a mechanism in the rules to allow it. If you want to make pacts with otherworldly sources, there should be a mechanism to do it. If you want at-will powers, there should be mechanisms to do it. If you want to base your magic off an alternative Ability there should be feats to allow you to do it. If you just want to play a generalized Vancian caster, then you should be allowed to do it.

I'd like Fighters to be customizable to different styles and types just like Mages above would be. No more Barbarian class (just customize the Fighter to play that way).

I'd make Rangers a core class that was differentiated apart from fighters by focussing on the hunt. They'd be capable warriors, but not specialists. Instead, they'd be resilient trackers and survivalists, hunters, scouts and skirmishers. They'd be cased upon Constitution.

I'd have all Classes built on the basis of an association with a prime Ability:

Strength: Fighters (all types).
Dexterity: Rogues (all types)
Constitution: Rangers (all types).
Intelligence: Mages (all types).
Wisdom: Druids
Charisma: Paladins.

I'd make good use of Theme and Background to categorize and personalize those classes

I want to make miniatures a non-compulsary aspect of gameplay.

I'd produce a single core 'Basic" self-contained rule book (or box), and then produce 'Advanced D&D' supplements to expand the game towards different styles of play.

I'd ensure that all materials were IPad compatible, by releasing everything as online PDFs, including all previous editions of the game.

Hows that?
 

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