D&D 5E What is Missing from 5E?

Most recently my barbarian challenged an orc warlord to leadership of the small goblin tribe, and won. I was left with the challenge of trying to figure out what to do with 40ish goblin followers who are lazy, disloyal, thieves, and murderers. I can't just leave them, they'll start attacking towns and such. And if I take me with them, the party is likely to wake with Colombian neck ties. I used about ten to disarm traps the fast way, but still had 30 left. Would have been great to march them all down to the market and sell them off to shepheards looking for variety (or whatever). They ended up being great fodder, and I'm down to 11.

Tell them you're retiring and there's a contest to determine your successor. Fight to the death. Last man standing is the new chief!
 

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Psionics and Warlords (and no, the "Battlemaster" doesn't cut it) are the big missing player crunch ones for me. At some point I'd like to see an experimental magical type use something other than spell slots, something like Book of 9 Swords more magical effects, Incarnum, Truenamer, Binder etc.

There's a big difference between only one book of player content, and the 3.5/Pathfinder glut. I was flipping through some Dragon magazines, and the bloat was surreal. 6 new prestige classes! 15 new feats! 22 new Spells!... in one issue? Next month continue the churn!

Otherwise we're missing some classic monsters still - the babau is MIA as I realized this weekend. There's a dearth of suitable solo monsters at all ranges, and higher level creatures in general.

And while the ship has sailed for new skills, there are a few holes missing in the skill lineup, particularly knowledges. Engineering and Law being noteworthy examples we ran into recently.
 

Hereticus

First Post
Magic... it's gone literally and figuratively.

But that's OK, I learned to play a wood elf monk of the open hand with the mobile feat.

What do you mean? I'm not sure I understand.

I'm not 100% sure, but I think he means the magic in the game doesn't seem like magic should. It can be taken for granted, and it's lost its wondrous and awe-inspiring qualities.

That would be absolutely correct, I loved the richness of earlier magic systems.

Well, for one thing, magic is not literally gone from the game. There is a magic system, magic items, magic spells. Figuratively speaking, one of the goals of the designers was to make magic feel special again - magic items especially.

To each their own.

But as I said "I learned to play a wood elf monk of the open hand with the mobile feat."
 


aramis erak

Legend
I was plotting out what equipment to purchase when next my intrepid hero had the opportunity, and discovered that some standard items were missing.

Notably, the sunrod and tindertwig.

What else is missing?

Other gear: prices/weights for incense, censor and vestments

Spells: Continual Light, Transmute Rock to Mud. (These are my standby's in AD&D and BX/BECMI/Cyclopedia for underdark worldbuilding purposes.)
 

TarionzCousin

Second Most Angelic Devil Ever
Continual Light
You could cast Light every hour, but it's not the same as giving every member of the party a Continual Light "flash grenade" to keep under cover until needed.

Interesting to note that ball bearings are listed in the equipment guide. Why not call them "steel marbles" instead? "Ball bearings" sounds like post-medieval technology to me.
 

I kind of feel like magic in 5e is pretty much exactly the same as earlier editions with the exception of 4e.

It is. Only those with nostalgia blinders would say otherwise. Frankly, D&D magic never felt like real magic. It was too predictable. Cast spell formula A, get result B every single time. That isn't magic, its science. Mage, Deadlands, Fate, Shadowrun, Ars Magica, etc add unpredictability and creativity to casting a spell. D&D magic is a routine you can do a limited number of times per day.
 


MortalPlague

Adventurer
MORE MONSTERS.

Yes, I reskin and adjust. I still want MORE. :p

Number one on my list of wants. I just finished running my 17th level game, and all the PCs were fighting (aside from homebrew creations) were dragons, demons, and devils. With the odd lich in there for spice.


I find wanting more feats, there are missing some in my opinion.
Couple of examples:
Light armor mastery
Finesse weapon related feats
Feats relating to weapon damage types
Feats related to classes and their abilities
Feats relating to using weapons in one hand, and nothing in the other.
Feats relating to maneuvers found on dmg.

If we're talking about feats, and what's missing, how about the dearth of spellcaster feats? Not counting the dabbler feats (because those aren't all that useful for a full caster), we're left with one elemental damage feat, one long-range spellcaster feat, and one close-combat war casting feat. That's it.


And while the ship has sailed for new skills, there are a few holes missing in the skill lineup, particularly knowledges. Engineering and Law being noteworthy examples we ran into recently.

Personally, I'd fold 'Law' up into History, and have 'Engineering' be an Investigation check. Unless the campaign is heavily focused on law and engineering...
 

PnPgamer

Explorer
Number one on my list of wants. I just finished running my 17th level game, and all the PCs were fighting (aside from homebrew creations) were dragons, demons, and devils. With the odd lich in there for spice.




If we're talking about feats, and what's missing, how about the dearth of spellcaster feats? Not counting the dabbler feats (because those aren't all that useful for a full caster), we're left with one elemental damage feat, one long-range spellcaster feat, and one close-combat war casting feat. That's it.




Personally, I'd fold 'Law' up into History, and have 'Engineering' be an Investigation check. Unless the campaign is heavily focused on law and engineering...

On feats: those were just few examples. What i would gladly see that spells that do certain element would have some additional effects.more feats! MORE FEATS OF ALL KINDS! WARBLGH!! *mouth foam*
 

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