D&D 5E Advanced 5th edition Dungeons & Dragons!

I feel like I have answered this before but the only things I really would want is more options for melee classes and more interesting monster options. But I only want these as an option, not a new damn edition.

At a meta level I am finding it interesting that in the last few months there has been some many posts about the problems of 5e. What is going on? Is it just that time in the product cycle of this edition, or has some of limits of 5e's approach becoming increasingly apparent?
 
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At a meta level I am finding it interesting that in the last few months there has been some many posts about the problems of 5e. What is going on? Is it just that time in the product cycle of this edition, or has some of limits of 5e's approach becoming increasingly apparent?
I think there's just an undercurrent of negativity here. Especially compared to the Facebook group (real names, *gasp*) and Reddit (ability to downvote posts out of sight).
The most discussed threads are arguments of one kind or another and there's just less creativity and advice seeking, and questions devolve into debates on RAW or DM fiat.
 

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This is just for fun. I like 5th edition, but there's still some things I would change.
So let's say in some alternate universe that there WAS an updated 5e.

What would you want to see? ...

Bring back the Random Harlot Table for AD&D (5th edition).

Cheers, Al'Kelhar
 

This makes little sense to me. Why would you use Str to hit?

Personally I prefer using Dex to hit for all weapons and Str for damage. Strength to hit never made much sense to me.

[Smacks palm against forehead. Again]. [RANT] Guys, guys, you do know that AC in D&D has NEVER represented how hard it is to HIT something; it has ALWAYs represented how hard it is to HURT something. That's why every hit causes at least 1 point of damage (barring actual immunity to that kind of damage). How hard something is to HIT, irrespective of damage, is always represented by some other mechanic. In various incarnations of D&D it's been "save vs Breath Weapon", "Reflex save", "Dex save", "touch AC" etc. etc.

Now somebody give me a 5-page dissertation on why armour should provide damage reduction instead of AC, and let me show you my Smack Down of Inestimable Torture.[/RANT]

Cheers, Al'Kelhar
 

I disagree, at any given level the the better fighter should be favored and that could be the stronger or the more dexterous. Now, if both are equally as dexterously trained, then yes the stronger fighter should be favored.
Dexterity doesn't represent training or skill. Dexterity represents balance, agility, and hand-eye coordination. Training and skill are represented by your level.

If you equalize skill on both sides and take it out of the equation, you're left with comparing the combat ability of a burly blacksmith or farmhand who has never thrown a punch to a lanky pickpocket or juggler who has also never thrown a punch. The former is significantly more likely to injure the latter than the other way around.

Remember that a hit which doesn't deal damage is effectively a miss under D&D rules. High Dex might mean that it's easier for you to land a blow, but you're significantly less likely to inflict any real damage. The strong character might have a harder time landing a blow, but the hit that does land is going to actually hurt.
 

One of the best things about D&D, which I would never change, is that each variable in the system math reflects a codified reality within the game world. I like that we can point to your Proficiency Bonus, for example, and tell that this is your contribution from skill and training; and the ability bonus represents your untrained talent. Your character sheet isn't just a bunch of game mechanics; it's a coded message that tells us who the character is within the game world.
 

I think there's just an undercurrent of negativity here. Especially compared to the Facebook group (real names, *gasp*) and Reddit (ability to downvote posts out of sight).
The most discussed threads are arguments of one kind or another and there's just less creativity and advice seeking, and questions devolve into debates on RAW or DM fiat.

The phrase you're looking for is "honesty" not "negativity". There's still a great amount of help to be found here, and a lot of extremely knowledgeable people. Facebook and reddit are both crap for actual discussions, facebook because you paint a giant target on your back for anything controversial, and reddit because downvotes are a means of suppressing views, but not actually refuting them. Many legitimate points on that site go un-discussed because people would simply rather bury them than admit their opposition has merit.
 

Bear in mind that in 5e, Strength does not require looking like a bodybuilder: its athleticism and ability to apply force as much as how much you can lift. Think Bruce Lee as much as Arnold.

I guarantee that, using a rapier, no amount of strength will make you more likely to pierce the armor so they feel it. some dexterous movements though, allowing you to slide into an opening in the armor, will work quite well. After that, it takes very little pressure for a sharp object to pierce human flesh.
It actually requires more strength to use a rapier effectively than a longsword. A rapier (as opposed to the whippy fencing swords used by Flynn & co.) is of similar mass, and is controlled to a large degree through the muscles of the hand and arm rather than having the leverage of both hands on the long longsword hilt. Many styles of fencing also emphasise athleticism - which in 5e is covered by Strength.

I am simply not convinced that being stronger gives you an advantage to "hit" with a sword, all other things being equal. My own fighting experience and observation tell me otherwise; however, I will readily admit that I do not have enough experience with weapons to know if this holds true for weapons (some or generally).
I can't speak for all weapons or styles for using them. However, for most swords, what 5e defines as Strength plays a large part in landing a blow even before you consider having to get past armour or layers of hide and muscle.
In actual combat, as opposed to what you might see in a lot of media or in weapon displays, a big, unopposed swing that strikes and continues is rare. The ability to control the weapon through leverage exerted is essential: the more force you can exert on the handle, the faster you can change direction of a swing and the less time and distance you need to generate a damaging attack.
So, outside of actual skill and technique, I would consider the attributes covered by Strength in 5e D&D as more important in landing a damaging hit.
Reflexes, balance and suchlike are also important in a fight, but if you had to simplify things down to D&D's level, using Str as the offensive stat, and Dex as the defensive stat makes more sense than the other way around.

In terms of whether I would change the rules to reflect this? Not really.
D&D exists to allow popular media tropes as well as realism. Apart from a few adjustments (removing finesse requirement for sneak attacks, allowing Str to be used with Bows etc) I personally see the value of finesse as a rules mechanic to allow certain character concepts despite viewing it as rather unrealistic.
If you did want to remove finesse, I would also suggest applying Dex to all armour, at least partially.
 

[Smacks palm against forehead. Again]. [RANT] Guys, guys, you do know that AC in D&D has NEVER represented how hard it is to HIT something; it has ALWAYs represented how hard it is to HURT something. That's why every hit causes at least 1 point of damage (barring actual immunity to that kind of damage). How hard something is to HIT, irrespective of damage, is always represented by some other mechanic. In various incarnations of D&D it's been "save vs Breath Weapon", "Reflex save", "Dex save", "touch AC" etc. etc.

Now somebody give me a 5-page dissertation on why armour should provide damage reduction instead of AC, and let me show you my Smack Down of Inestimable Torture.[/RANT]

Cheers, Al'Kelhar

Agreed, but we are discussing changing that - so then what do the changes mean.
 

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