D&D 5E What would you change?

Einlanzer0

Explorer
5e is great, but it isn't perfect. What are the design choices you find most problematic, and how (in a broad sense) would you fix them?

Here's my list, in order of egregiousness:

The skill system - I like rule simplicity, but a simple binary system is just not good enough. Proficiency should be tiered. I'd have 4 proficiency levels - non-proficient (as raw), amateur (half prof. bonus), proficient (as raw), and expert (proficiency bonus + 3). I also think they really bungled the skills tied to Int and Wis. I'd revise those skills in particular.
Int - Medicine, Machinery, Folklore, Arcana, and Tactics. Investigation wasn't well thought out - as far as Int's role is concerned, it should be baked into the individual knowledge skills. So, investigation should involve a combination of subject matter expertise (Int) combined with perceptiveness and insight (Wis). Tactics is a new skill that gives Int something useful pertaining to combat that any and all characters can benefit from (i.e., Int is no longer "as soon as someone else is good at it I don't have to be").
Wis - Composure (for social grace and to counter fear/madness), Insight, Focus, Nursing (for both humanoids and animals), Survival - Perception becomes an entirely passive mechanic and is no longer a skill

Too dump stat oriented - the attributes (other than perhaps Dex) do not do enough outside of class abilities. Some people like this; I don't - I think it makes attributes dull and pointless, and it leads to lack of character diversity within a given class. I'd tie more mechanics to each in an attempt to make all attributes at least somewhat attractive for all classes. Int would grant bonus proficiencies along with Tactics as a useful combat-oriented skill. Charisma would be baked into the Inspiration mechanic as well as Reknown. Encumbrance is too fiddly, so I'd give all weapons and armor a minimum strength requirement for proficiency (this also helps circumvent the paradoxical and hyper-unrealistic "8 strength Longbow master" problem we see in the core rules)

Rules for small races - Small race rules should be relative, not absolute. A small race in an environment with nothing but small races should not have special rules applied to them. So I would not have rules like "can't use two handed weapons". I would instead have written more comprehensive size rules that are only applied when interacting with targets of different size categories. For example, having Str based attacks do half damage against medium or larger targets, or granting AC bonus against larger targets.

Scaling on basic items - Items like Basic Poison and Healing potions should possess a modicum of scaling with level. Not a lot, mind you, but some. A 10th level character using a basic healing potion should healed for moderately more HP than a 1st level character using a basic healing potion. I'd revise the formulas for all these items. Poison would probably damage based on target level/CR, scaling from 1d4 up to 2d6 or something.

No official scholarly cleric variant - I've always found the lack of a prominent wizardly cleric in D&D weird and offputting, IMO, there needs to be an official variant that turns clerics into d6 HD robe wearers with a lot of scholarly knowledge and a spell list as good as the wizard's.

No rules for "multiclassing" subclasses
- This is a pretty obvious thing that really shouldn't have been overlooked. Subclasses were a great concept, but they should have been designed in a way that allowed for branching and going back within a class to built more complex characters.

4 Attacks for fighters - it feels ridiculous with Action surge. I'd replace fighter's level 20 ability with something equally potent but less conceptually absurd, and ideally something that has a more versatile role, such as a boon for tank fighters.
 
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Satyrn

First Post
The only thing I don't really like is the Skill system, but for like the opposite reason as you.

I want it simpler. Non-existent, actually. I've grown to feel that, while it may model a character's specialized knowledge and capabilities, it's just fiddly details that take away from the idea that these are heroes.

I'd rather everything just be ability checks (without proficiency), with classes/races/backgrounds giving advantage on the certain rolls, like the thief would have advantage on checks to open locks, the ranger would get advantage on checks to track a creature. Etc.
 

Einlanzer0

Explorer
The only thing I don't really like is the Skill system, but for like the opposite reason as you.

I want it simpler. Non-existent, actually. I've grown to feel that, while it may model a character's specialized knowledge and capabilities, it's just fiddly details that take away from the idea that these are heroes.

I'd rather everything just be ability checks (without proficiency), with classes/races/backgrounds giving advantage on the certain rolls, like the thief would have advantage on checks to open locks, the ranger would get advantage on checks to track a creature. Etc.

Yeah, that's not my preference, because I like mechanical representation for traits and skills outside of combat, but it is an interesting idea. With that said, what you're saying is very easy to accomplish by simply eliminating skills from your game. Doesn't the DMG do something similar?
 
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Ed Laprade

First Post
Cleric of the God(ess) of Magic. Gets all spells from all spell lists. Anything less, and it obviously isn't the real deal. But then, I've always hated the arcane/divine split. Why can't Wizards heal, when they can do so many other things that are miraculous?
 

nswanson27

First Post
My biggie is that they doled out weapon proficiences way too liberally. It made a lot of weapon types virtually unused, and made a fun and interesting aspect of combat bland and overlooked.
 

Mistwell

Crusty Old Meatwad (he/him)
5e is great, but it isn't perfect. What are the design choices you find most problematic, and how (in a broad sense) would you fix them?

Here's my list, in order of egregiousness:

The skill system - I like rule simplicity, but a simple binary system is just not good enough. Proficiency should be tiered. I'd have 4 proficiency levels - non-proficient (as raw), amateur (half prof. bonus), proficient (as raw), and expert (proficiency bonus + 3).

Sounds like you like the Bard skill system? That includes all four of these granular levels. They start non-proficient in some things and proficient in others, then get jack-of-all-trades for half-proficiency, and get expertise for double proficiency.

I wouldn't want that to be the system for all classes, but I enjoy it for the Bard class.
 

Psikerlord#

Explorer
Publisher
Main design choices I find problematic:

1. Too high magic - nearly every subclass class has it.
2. Way too forgiving on death, dying and healing.
3. Attribute score are meaningless.
4. Long rest vs short rest class divide.

I would fix these by: removing some of the magic (no cantrips, make limited magic stronger), make dying easier (eg 1 death save only, implement injuries/setbacks, and some kind of formal retreat/escape rule), return to roll under attributes to make every attribute point matter, change all classes to "per long rest" abilities - there are no short rest abilities (except perhaps HD recovery).
 

Croesus

Adventurer
First, I wish the thread were titled "What would you change?", instead of "What don't you like?" There's just a negative vibe to the actual title. ("See what sending out them negative waves did, Moriarty?")

As for the rules, I feel that stat bonuses are too high for bounded accuracy. I'd go with 14 (+1), 18 (+2), 20 (+3), with comparable maluses for low stats. I'd also make feats both more flavorful and less impactful in combat.

But honestly, those are nitpicks. There's so much I like about the current edition, I'm happy with it as is.
 

The two biggest problems of the system are in the default healing rate, especially with the existence of hit dice for healing. It wrecks pacing (and believable world design) to try and cram six encounters into every adventuring day, and it wrecks the narrative to have characters sleep off axe blows after a short rest.

In a distant third, they really could have done better with the save model. The conceptual difference between a Wisdom save and a Charisma save is arbitrary, and yet it can easily mean a difference of +10 to the check. The traditional model of using three saves would have been infinitely preferable.
 

volanin

Adventurer
As for the rules, I feel that stat bonuses are too high for bounded accuracy. I'd go with 14 (+1), 18 (+2), 20 (+3), with comparable maluses for low stats. I'd also make feats both more flavorful and less impactful in combat.

And here I am the complete opposite from you. I'd like stats like Shadow of the Daemon Lord: 11(+1), 12(+2)... up until 18(+8). You can have bounded accuracy even with high modifiers, but one of the biggest complaints I get from my players is that an über 18-str fighter and a 10-str farmer are just 20% chance apart from each other in checks. It's lame and I agree.

Remember, modifiers now are used for every kind of imaginable test (while old-versions used to be roll under attribute for tests, which exactly mimics my proposition above, and modifiers +1 to +3 only in to-hit and damage rolls, or somesuch). That's one of the things I'd definitely change.
 

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