D&D 5E 5e rules that you want errata for

Najo

First Post
The previous thread was interesting, but derailed into a huge debate on stealth rules.

So, please keep stealth debates out of this thread. They are endless.

Other than that, list problem rules you like to see errata for. If you have an elegant solution for a rule, share that as well.
 

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"Errata" is a weird term in the D&D community these days, but there are some things I'd like fixed.

Some classes definitely feel like they received more design/development attention than others. The wizard is solid, but the sorcerer seems both sloppy (dragonborn dragon sorcerer redundancies; wild mage is dependent on DM) and forces you into a very narrow archetype (all-dragon-all-the-time or ticking-time-bomb). I love warlocks, but invocations really don't feel like they received much playtesting. Just for starters.
 

PnPgamer

Explorer
I also feel thqt sorcerers really got the short end.
Their spells known is less than bards or wizards prepared spells, the wizard outshines them by just ritual magic alone. Sure they get metamagic that is unique to them, but they run out of sorcery points way too fast. Besides a lot of sorcerer metamagics can be easily replaced by wizard school abilities, which the wizard can do in addition to other stuff they can do. Wizards are not torn between extra slots or ability usage, they simply get both.
 
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CapnZapp

Legend
The wild mage DM dependency is certainly not an error needing errata. While you or I might dislike it, it's very clear and probably very intentional.

There's several problems with the subclass but that is not one of them.

Real problems include:
1) It's easy, far too easy, for a DM to read the text in a way where granting surges once in a while should look reasonable. In reality it's an all or nothing proposition. Wild mages really need ALL the surges to compete, but I've seen too many threads where this point is lost for me to give the PHB description a pass.
2) There are too few spells with attacks. (this point isn't really errata, it's just that I would wait for official splats before playing one)
 

MonkeezOnFire

Adventurer
I think overall that 5e is a great edition and there isn't much I'd change about it but there was one thing that caused an argument and some hurt feelings at the table. That thing was a vampire's charm.

RAW a saving throw against a vampire's charm is only allowed during the initial cast and "Each time the vampire or the vampire's companions do anything harmful to the target..." It was near the end of the encounter and the vampire was the last enemy in the room. I had the vampire charm the fighter since he pumps out a bunch of damage. The fighter, lacking a great wisdom save, fails. On his turn the fighter can't attack the vampire as he's charmed and since nothing else is around he doesn't really have anything to do. He doesn't even get a save since the timing is only when something happens to make him hostile towards his vampire friend.

He fails another saving throw when the vampire bites him. After that the vampire got pushed away and I had the vampire focus on the other melee combatants that had surrounded it. This left the fighter in an awkward position. Unable to attack the big baddie left in the room and unable to save from the effect. At this point I could tell the player was being frustrated so when his turn rolled around I decided to let him have a saving throw. One of the other players chides in that this is against the rules and shouldn't be allowed. Before I can make my ruling the fighter player leaves the skype call in frustration.

TL;DR: I learned the hard way that mind affecting things suck the fun right out of the game for players. The vampire's charm should at least allow a saving throw every turn for the victim like most things do.
 

jodyjohnson

Adventurer
If the player really felt like he needed to quit because he didn't have anything to do, I would have let him stab himself. Because really you should be able to do something.

I also let characters attack when they aren't there or aren't in a position to attack (such as when they are in a different room or dead).
 

Najo

First Post
One option with the vampire charm is to consider friends in the room in danger a reason to allow a save. Also, in general with charms, you could allow players to stay in character and take actions playing up the charm. They could find creative ways to work against their tormentor while still fulfilling their master's wishes and without directly attacking or interfering. Like a reverse deal with the devil. That could reflect their true nature coming through.
 

The wild mage DM dependency is certainly not an error needing errata. While you or I might dislike it, it's very clear and probably very intentional.

There's several problems with the subclass but that is not one of them.

Real problems include:
1) It's easy, far too easy, for a DM to read the text in a way where granting surges once in a while should look reasonable. In reality it's an all or nothing proposition. Wild mages really need ALL the surges to compete, but I've seen too many threads where this point is lost for me to give the PHB description a pass.
My apologies, Cap, but I'm not sure I follow what you're saying here. You said that wild mage DM dependency isn't a problem, but then you seem to suggest that DMs need to give wild mages lots of surges, which seems like a contradiction. Could you clarify what you meant?

There are too few spells with attacks. (this point isn't really errata, it's just that I would wait for official splats before playing one)
Solid point; I don't want to say 5E is missing anything, but some classes feel like there are gaps in they breadth of abilities they have access to (Warlock and elemental Monk, I'm looking at you, but there are others). Some of that would be fixed with more spells, some would be fixed with better spell lists. I would sorta like a more comprehensive "top-down assessment" of 5E spells to make sure bases are adequately covered.
 


Celtavian

Dragon Lord
The only thing I think needs errata due to being insanely overpowered as written is contagion. Contagion needs to be rewritten into something less powerful, but still highly useful.

Otherwise, mostly spelling and grammar errors and omissions that they know about or have been covered.

I wish they would add a few cleric offensive cleric cantrips. It was lazy to have just one.
 
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