D&D 5E What rules would you like to see come back in 5E?


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the Jester

Legend
I am not kidding on this one. While I never forbid in my campaigns, I also never really bought the arcane caster dwarf :p

The first pc dwarf wizard in my 3.0 game was shunned by other dwarves. Most didn't even believe that he could actually cast spells.
 

TerraDave

5ever, or until 2024
I decided to be positive and just focus on what I agreed with (buts its true, there as some of these I don't want, at all):

Yes:

Followers
Henchman and Hirelings
Castles and Domains
Saves get relatively better
Alternate XP: In particular the “Wine, Woman and Song” rule where you get XP for spending gold
Alternate Advancement: See previous
Cursed items
Cleric spheres: Yes, but the player should get some choice beyond these
Utility powers: Kinda…I want the results, but through ability/skill checks, class abilities, and of course spells, which are still there
Name Levels
Weapon vs Armor: But user friendly
Spell interruption (of some kind)

As an option:

Harsher Healing
Morale
No mini combat
Alternate awards (like templates)
Fire and forget spells
Flaws/Disads
Alternate Alignment
Monster PCs
 

howandwhy99

Adventurer
  • Campaign generation by die rolls
  • Unified stat set for everything in the game
  • Nested system design
  • XP for game mastery
  • Differing XP by class
  • Class as sphere of play
  • Alignment tracking
  • (NPC) Behavior by Alignment
  • NPCs gaining XP
  • Player option of roll or further system exploration after declaring a rollable action
  • Magical effects indicative of and derived from unified multiversal generation rules
  • Cooperative play as a player choice throughout the game
  • Turns
  • Loyalty, Morale, Organization, Fatigue, Concentration, and so on
  • Maps, rumors, and other information as treasure
  • Combat challenge ratings including abilities in pursuit and evasion, tactics by intelligence, culture, and NPC personality
  • Rolled individual stats, unified category stats (race, class, fortifications, etc)
  • Simple individual stats in module texts
  • Wandering monsters, lairing monsters, questing monsters
  • How To "build your own adventure" adventure module for learning DMs (all of us)
  • ...and Race/Class restrictions (playing a swordsman is hard when your actually a housecat)
 



howandwhy99

Adventurer
XP is gained for performing actions demonstrating mastery in each level of the class you are puzzling out. Players are already focused on mastering the game system appropriate to their class. So gaining XP by class for mastery in these systems is an easy conclusion for what's going on with XP. For example, Wizards gain for casting spells, Thieves for stealing treasures, Clerics for protecting and gaining believers, Fighters for besting opponents in personal or led combat.

The game is a fractal in its way. Nested design is best seen in adventures where elements of the system are engaged with in steps. Exploring dungeon corridors leads to discovery of a room. Exploring the room leads to finding a trap. Exploring the trap leads to finding a poison needle. Exploring the poison through even more trial and error leads to discovering how living bodies function. Exploring living bodies leads to... all sorts of directions really ;) Basic starting game systems lead to other systems derived from or deriving the last, with either using aggregate outcomes of the systems in action over time.
 

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