Racial damage bonuses. It is unnecessary. For me it is enough to say dwarves like hafted weapons. It does not need to be hard coded into the system and force a players acceptance of those weapons for that race. And why do only PC races get it? It just needs to go.
It's not forcing you. It may be optimal, but you can choose not to be optimal. There's no penalty. A dwarf with a longsword is
just as good as a human with a longsword.
If this was just flavour, it would likely be ignored. Suddenly, very few dwarves would use axes or hammers. Some because the players want the best weapon, which is not necessarily dwarf centric. Others because they want to stand out and be special, and playing a race against type is an easy way.
Racial training isn't perfect. Personally, I'd like to see races grant proficiency with those weapons to classes without proficiency and boost the damage for classes with proficiency already.
1d6 damage reduction for being drunk, please just remove this. Add temporary HP if you think people have to be able to take more damage while drunk.
I love the DR in intoxicated. Who hasn't seen (or watched in a movie) the drunk guy just taking hits but refusing to go down. It's such a classic trope and mental image. The reduction is a nice way of keeping that while making it last for more than a single hit.
You may not have noticed, but temporary hitpoints also don't exist in 5e.
Contested rolls, they are too random. Opposed rolls should be against the save of the opponent. both roll. if one succeeds and another fails there is a victor. If both fail it continues, if both succeed it continues. This is really key in the arena of stealth.
So instead on two opposed rolls there is three or four rolls? This seems needlessly complicated.
And as you don't add skill dice/bonuses to saves, it would making hiding much harder.
It also means you never really get better at many things as saves are static. After a point, you don't see much improvement because rolling very high above the save confers no extra bonus, you might as well have rolled "1' higher than the DC.
The HD dice pool. I am not sold that the added complication generates that much added benefit. Just say you can heal up to your HP total per day. Have 20 HP you can heal 20 HP per day. You need to initiate a heal with a short rest and binding wounds as usual.
This is a little too precise. There is never any wasted healing or underhealing where you just accept being a couple hitpoints down. It's not that difficult for 4e players to grasp, being essentially randomized healing surges.
I've had some trouble explaining it to 3e/PF players but it hasn't been that complicated, just one new thing to learn in a system of new things.
If you hate it, just average the results. A d10 heals 6, a d8 heals 5 and a d6 heals 4.
Coupe de Grace: two hits kills anything. this is extremely weak vs. low HP monsters and extremely good vs. high HP monsters. There needs to be a scale in there or at minimum a save, or something. IDK what but something.
Coup de grace options have never worked perfectly. Either they just injure but seldom kill or they're extremely lethal. But I've only seen them come up a couple times, so it's not a huge part of the game.
I'm reasonably okay with this version. It's better than the auto-crit alternative (which does little to powerful creatures). More often than not, when you coup de grace, you're either taking out a fallen creature (1 hit kills regardless) or fighting a weaker non-boss monster. You're never going to sneak up on Asmodeus while he's sleeping and cut his throat.
INT and CHA saves are ill defined. Need I say more? They need to be more cut and dry. I like WIS to notice stuff, INT to figure out stuff, and CHA to resist mental stuff. It can be mixed in a different way, it just needs some definition.
This will come over time as people get better at thinking of options that target those stats. It's a gap, so people will exploit and seek to fill it.
Missing concept - weapon size. I think weapon size was a great move forward with 3e. Removing it in 4e was a step backwards. I do not mind simplifying the system but a giants greatsword should do more damage than a humans, it is just that simple. I am not seeing that happen in any kind of consistent way across the rules.
I miss this as well...