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With the Holy Trinity out, let's take stock of 5E
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<blockquote data-quote="ren1999" data-source="post: 6454559" data-attributes="member: 85179"><p>I think the Variants will save 5E. There is a lot of clutter.</p><p></p><p>Races. Giving ability increases leads to meta-gaming certain races for certain classes. Smart players will never try a different race. </p><p></p><p>Classes. Awarding proficiencies to certain abilities makes no sense. Why are Wizards proficient in Wisdom?</p><p></p><p>Warlocks have too many different features to track.</p><p></p><p>Starting equipment is disorganized and cluttered. Some of the lists are in alphabetical order and some are not.</p><p></p><p>Spells are poorly conceived. Range and Radius is very arbitrary. Spell damage also was not considered at all. Cantrips and higher level Slot Spells were not considered.</p><p></p><p>Multi-Classing needs to be reworked.</p><p></p><p>Monsters need more reactions to make them more interesting.</p><p></p><p>The CR is just random. There are formulas but the monster manual and the adventure modules don't follow them.</p><p></p><p>Attack rolls and DC rolls are often miscalculated by 1 or more.</p><p></p><p>Polymorph doesn't work but I offer suggestions about that.</p><p></p><p>Still a lot of potential. </p><p></p><p>Here are some variants I've been working on that address many of these issues already.</p><p></p><p>Select the Race of your Character.</p><p></p><p>Dwarf</p><p>Common, Dwarvish</p><p>Poison Resistance, SaveVsPoison@Advantage</p><p>DarkVision 60 ft.</p><p>Medium 5x5 ft.</p><p>Speed 25 ft.</p><p></p><p>Halfling</p><p>Common, Halfling</p><p>SaveVsFear@Advantage</p><p>MovesThroughLargerBeingSpace,HidesBehindLargerBeing</p><p>Small 2.5x2.5 ft.</p><p>Speed 25 ft.</p><p></p><p>Human</p><p>Common and 1 language</p><p>SaveVsPoison or Fear or Charm@Advantage</p><p>1 Level-Up Reward</p><p>Medium 5x5 ft.</p><p>Speed 30 ft.</p><p></p><p>Elf</p><p>Common, Elvish</p><p>SaveVsCharm@Advantage, ImmuneSleep</p><p>DarkVision 60 ft.</p><p>Medium 5x5 ft.</p><p>Speed 30 ft.</p><p></p><p>Select the Class of your character.</p><p></p><p>Martial</p><p>Str+1</p><p>StrRolls+ProficiencyBonus</p><p>Proficient with heavy armor.</p><p>Expertise in Athletics and proficient in 1 other skill.</p><p>12+con mod at 1st level</p><p>1d12(or 7)+con mod every higher level</p><p>1d12+strMod two-handed weapon damage</p><p>1d6+strMod primary weapon damage</p><p>1d6 secondary weapon damage</p><p></p><p>Skilled</p><p>Dex+1</p><p>DexRolls+ProficiencyBonus</p><p>Proficient with leather armor.</p><p>(Ranger)Expertise in Survival and proficient in 3 other skills.</p><p>(Rogue)Expertise in Stealth and proficient in 3 other skills.</p><p>10+con mod at 1st level</p><p>1d10(or 6)+con mod every higher level</p><p>1d10+dexMod two-handed weapon damage</p><p>1d6+dexMod primary weapon damage</p><p>1d4 secondary weapon damage</p><p></p><p>Mixed</p><p>Wis+1</p><p>WizRolls+ProficiencyBonus</p><p>Proficient with up to chain armor.</p><p>Expertise in Religion and proficient in 1 other skill.</p><p>8+con mod at 1st level</p><p>1d8(or 5)+con mod every higher level</p><p>two-handed weapon damage 1d8+dexMod</p><p>1d4+dexMod primary weapon damage</p><p>1d4 secondary weapon damage</p><p>or 1d8 spell damage to 1 target</p><p></p><p>Casting</p><p>Int+1</p><p>IntRolls+ProficiencyBonus</p><p>Proficient with abjuration spells/jewelry and light weapons.</p><p>Expertise in Arcana and proficient in 1 other skill.</p><p>6+con mod at 1st level,</p><p>1d6(or 4)+con mod every higher level</p><p>1d6+dexMod two-handed weapon damage</p><p>1d4+dexMod weapon damage</p><p>or 1d6 spell damage to all area targets</p><p></p><p>Multi-Classing</p><p>If a Martial class learns more than 3 skills, the Martial class goes to the Skill class table.</p><p>If a Martial class learns a spell, the Martial class goes to the Mixed class table.</p><p>If a Casting class wants to use heavier weapons, the Casting class goes the Mixed class table.</p><p>If any class wants to cast area spells, they go to the Casting class table.</p><p></p><p>Spell Guidelines</p><p>Spell Range starts at 30 ft.</p><p>Spell Range increases by +5 ft./lvl after 1st lvl</p><p>Spell Area starts at 10x10 ft.</p><p>Spell Area increases by +5 ft. at 5th, 10th, 15th lvl</p><p>A spell on 1 target is an at will Cantrip.</p><p>An area spell starts at 1 area spell per rest.</p><p>An area spell increases to +1 area spell/rest at 5th, 10th, 15th lvl</p><p>Spell Damage increases by 1d at 5th, 10th, 15th lvl</p><p>All saves on further turns happen at the beginning of the target's turn.</p><p></p><p>i.e. a 5th lvl Wizard can use Mage Hand to lift 15x15 cubic feet of objects 50 ft. away. </p><p>He can hit 1 target with 2d6 force damage every turn, knocking the target 10 ft. back.</p><p>Or he can hit 15x15 cubic feet of targets twice per encounter doing 2d6 force damage, knocking all targets 10 ft back.</p><p></p><p>Polymorph Object</p><p>You can alter armor and weapons.</p><p>+1 or -1 to AC</p><p>+1 or -1 at 5th, 10th, 15th lvl</p><p>or</p><p>+1 or -1 to Weapon Damage</p><p>+1 or -1 at 5th, 10th, 15th lvl</p><p></p><p>Polymorph Ally or Enemy</p><p>one size up or down</p><p>+one size every 5th, 11th, 15th lvl</p><p>Tiny Str-2, Dex+2</p><p>Small Str-1, Dex+1</p><p>Large Str+1, Dex-1</p><p>Huge Str+2, Dex-2</p><p>or</p><p>Water Breathing</p><p>or</p><p>Darkvision</p><p>or</p><p>Disguise Self or Ally</p><p></p><p>Polymorph Enemy to Object</p><p>DC+your magic ability mod vs enemy Con</p><p>Target fails or wins save, target will roll save again at the beginning of its next turn.</p><p>Another failure and the Enemy has the Helpless damage condition.</p><p>Two successful saves, the Polymorph fails.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6454559, member: 85179"] I think the Variants will save 5E. There is a lot of clutter. Races. Giving ability increases leads to meta-gaming certain races for certain classes. Smart players will never try a different race. Classes. Awarding proficiencies to certain abilities makes no sense. Why are Wizards proficient in Wisdom? Warlocks have too many different features to track. Starting equipment is disorganized and cluttered. Some of the lists are in alphabetical order and some are not. Spells are poorly conceived. Range and Radius is very arbitrary. Spell damage also was not considered at all. Cantrips and higher level Slot Spells were not considered. Multi-Classing needs to be reworked. Monsters need more reactions to make them more interesting. The CR is just random. There are formulas but the monster manual and the adventure modules don't follow them. Attack rolls and DC rolls are often miscalculated by 1 or more. Polymorph doesn't work but I offer suggestions about that. Still a lot of potential. Here are some variants I've been working on that address many of these issues already. Select the Race of your Character. Dwarf Common, Dwarvish Poison Resistance, SaveVsPoison@Advantage DarkVision 60 ft. Medium 5x5 ft. Speed 25 ft. Halfling Common, Halfling SaveVsFear@Advantage MovesThroughLargerBeingSpace,HidesBehindLargerBeing Small 2.5x2.5 ft. Speed 25 ft. Human Common and 1 language SaveVsPoison or Fear or Charm@Advantage 1 Level-Up Reward Medium 5x5 ft. Speed 30 ft. Elf Common, Elvish SaveVsCharm@Advantage, ImmuneSleep DarkVision 60 ft. Medium 5x5 ft. Speed 30 ft. Select the Class of your character. Martial Str+1 StrRolls+ProficiencyBonus Proficient with heavy armor. Expertise in Athletics and proficient in 1 other skill. 12+con mod at 1st level 1d12(or 7)+con mod every higher level 1d12+strMod two-handed weapon damage 1d6+strMod primary weapon damage 1d6 secondary weapon damage Skilled Dex+1 DexRolls+ProficiencyBonus Proficient with leather armor. (Ranger)Expertise in Survival and proficient in 3 other skills. (Rogue)Expertise in Stealth and proficient in 3 other skills. 10+con mod at 1st level 1d10(or 6)+con mod every higher level 1d10+dexMod two-handed weapon damage 1d6+dexMod primary weapon damage 1d4 secondary weapon damage Mixed Wis+1 WizRolls+ProficiencyBonus Proficient with up to chain armor. Expertise in Religion and proficient in 1 other skill. 8+con mod at 1st level 1d8(or 5)+con mod every higher level two-handed weapon damage 1d8+dexMod 1d4+dexMod primary weapon damage 1d4 secondary weapon damage or 1d8 spell damage to 1 target Casting Int+1 IntRolls+ProficiencyBonus Proficient with abjuration spells/jewelry and light weapons. Expertise in Arcana and proficient in 1 other skill. 6+con mod at 1st level, 1d6(or 4)+con mod every higher level 1d6+dexMod two-handed weapon damage 1d4+dexMod weapon damage or 1d6 spell damage to all area targets Multi-Classing If a Martial class learns more than 3 skills, the Martial class goes to the Skill class table. If a Martial class learns a spell, the Martial class goes to the Mixed class table. If a Casting class wants to use heavier weapons, the Casting class goes the Mixed class table. If any class wants to cast area spells, they go to the Casting class table. Spell Guidelines Spell Range starts at 30 ft. Spell Range increases by +5 ft./lvl after 1st lvl Spell Area starts at 10x10 ft. Spell Area increases by +5 ft. at 5th, 10th, 15th lvl A spell on 1 target is an at will Cantrip. An area spell starts at 1 area spell per rest. An area spell increases to +1 area spell/rest at 5th, 10th, 15th lvl Spell Damage increases by 1d at 5th, 10th, 15th lvl All saves on further turns happen at the beginning of the target's turn. i.e. a 5th lvl Wizard can use Mage Hand to lift 15x15 cubic feet of objects 50 ft. away. He can hit 1 target with 2d6 force damage every turn, knocking the target 10 ft. back. Or he can hit 15x15 cubic feet of targets twice per encounter doing 2d6 force damage, knocking all targets 10 ft back. Polymorph Object You can alter armor and weapons. +1 or -1 to AC +1 or -1 at 5th, 10th, 15th lvl or +1 or -1 to Weapon Damage +1 or -1 at 5th, 10th, 15th lvl Polymorph Ally or Enemy one size up or down +one size every 5th, 11th, 15th lvl Tiny Str-2, Dex+2 Small Str-1, Dex+1 Large Str+1, Dex-1 Huge Str+2, Dex-2 or Water Breathing or Darkvision or Disguise Self or Ally Polymorph Enemy to Object DC+your magic ability mod vs enemy Con Target fails or wins save, target will roll save again at the beginning of its next turn. Another failure and the Enemy has the Helpless damage condition. Two successful saves, the Polymorph fails. [/QUOTE]
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