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D&D 5E Version 5.25 -- what do you change?

Blue

Ravenous Bugblatter Beast of Traal
This really depends on how much change D&D 5.25 has. If it needs to be fully compatible with what's out there, it limits the possible changes, including the biggest issue I have (resource recovery models).

5.25 - Fully Compatible
  • More tools and guidance for DMs to tweak the classes for their table and setting.
  • Shorten Short Rest time but limit per day - basically make sure they can happen whenever there's a break but don't change the balance on how often their powers can expect to work.
  • Add in some multi-roll resolution systems for other pillars of play. The concept of a skill challange from 4e is good. Just fix the math and also allow other types of resources (spells, knowledge, etc) to add. And have the possibility for separate win(s) and fail(s) tracks - it's not always on the same axis.
  • Rules for abstracting combat - for example treat the (much lower CR than the players) crew of a ship as a swarm for quick resolution. Or a quick system for a high level party finishing off a goblin patrol. Even if it's a roll each and a quick montage.
  • Finish off the sacred cow of one initiative per creature per round, and rework solos based on that. (It's partially dead already with legendary & lair actions.)
  • Make inspiration more than a bolt on. Integrate it into the classes. Bards directly use it, etc.
  • Add in long term attrition options for the DM besides Exhaustion and only regaining half your HD.
  • Add in more options for ability scores for each class. A tactical fighter might use INT in place of DEX for AC and Initiative, etc.
  • Workable pets.
5.5 - Not fully compatible but still the same base rules as 5.0
  • Change ability score bonuses. Reduce racial mods, give choice of a +2 from list. Give +2 from list also to background, and to class. None of them can be the same. Suddenly all have meaning.
  • Rebalance the ability scores - less to DEX, more to INT and STR.
  • Give classes choice of prime ability scores. Is your bard a performer (CHR based) or a loremaster (INT based)?
  • Make races more feature rich / powerful. Keeps them a relevant choice, plus gives design room for things like large races and flying races. Also give more options (feats) for races to advance.
  • Rebalance around 3-4 encounters per long rest. Alternately put in rules where a sleep may not be enough for a long rest - also need safety, comfort, etc.
  • Reduce number of low level spell slots at high levels. Just like a character with few spells known will reduce lower level spells to add in upper level one, do the same here. Keep the total number of slots growing slowly after Tier 1 to help keep casters linear and not dominating in all the pillars by having too much flexibility.
  • Add more non-combat abilities to non-casters.
  • Fix subclasses that change playstyle. Like holding off needed skills or proficiencies until 3rd. However, keep the balance where multiclassing cherry-picking isn't the best long term option.
  • Work in a 1st or 2nd level feat. Character level, not class level, so no doubling up with it via multiclassing.
(And there's been a few 6E threads recently, if you want to see what I'd do in a whole new edition.)
 

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RSIxidor

Adventurer
Subclasses moved to level 1.
Class/subclass features offer choices to be made within the class at most levels.
Change up how ability scores are done. Either using something like the PF2E method or the Starfinder method, but maxed at 16 for starting scores. (I'd also like to just get rid of scores altogether (use modifiers only) but I don't expect that to actually happen, sadly.)
Better spread of abilities across the three pillars. Codifying use of some skills could help with this (like Intimidating to frighten someone) but it should include more non-casters getting functional abilities outside of combat (preferably not just giving them spells that do those things).
Create a firm "follower" system that's used by "pet" classes as well as characters having sidekicks (like from the Essentials Kit).
Keep resting mostly the same as it is but limit taking more than two short rests between long rests by increasing risk of exhaustion.
 

DND_Reborn

The High Aldwin
So no damage from ability mod beyond normal range? If so, I think I like that - I may just steal that one. Thanks!

Correct, for ranged and thrown attacks, you only add STR mod to damage within the normal range. FYI, the Sharp Shooter feat does NOT change this. We doubled normal range for SS, instead of removing disadvantage for Long range shots.

Steal away, LOL! ;)
 

darjr

I crit!
Passive changed to 8 plus mod.
stating that default starting level is 3.
Rules for a 1st level character funnel.
Put the companion rules in the PHB or DMG.
 

pogre

Legend
Revise feats - the same five are the ones usually taken at my table. I do not find the feats as problematic as some, but there are reasons why the same feats are taken over and over again and others are virtually ignored.

Revise the weapons list - same thing as feats - some weapons are clearly better choices.

Revise Ranger with pets - either drop it or make it more viable.

Push Invisibility spell up a level.

Dream List no one want, but me ;)
=========================
Mass Combat Rules - lots of miniatures and buckets of dice.
More complete Epic Rules - More beasts and options for 20+
 


1. Give certain small d4 damage weapons like the dagger the off-hand property, allowing an off-hand attack with it even if the main hand weapon is not light. Tired of having to take a feat just to go rapier/dagger.

2. Sneak Attack works with all light weapons, as well as finesse and ranged. Sneak Attacks with clubs should most definitely be allowed. Would fit a STR-Rogue off the bat.

3. Re-do the Human. The variant is too strong early and the standard is too weak. New Human gets floating +2s to two stats and two skill proficiencies.

4. Every class gets to give Expertise to one (and only one) of their class skills. Eliminating the oddity of the Rogue being better at Arcana than the Wizard or Religion than the Cleric, for example. Rogues and Bards still keep their Expertise features as is, that just means they get a lot more than everyone else.

5. Bring back an actual surprise round.

6. Let certain other stats affect initiative by default. The highest of DEX, INT, or WIS, for example.

7. Finesse has a STR requirement that varies with weapon. A dagger wouldn't take much STR to finesse (9), while a shortsword would require a bit more (11) and the rapier a lot more (13). Even opens the door to finesse the longsword, but make that one really steep (15). Put an end to all these dumb STR 8 melee builds.

8. Give ranged weapons a STR requirement, too. If the character is below STR on that certain weapon, attack at disadvantage.

9. Advantage and disadvantage sources cancel each other out at a 1:1 rate. If you have more sources of advantage than disadvantage, you have advantage, and vice versa.

10. Re-do certain dead weight class features of the Ranger. Looking at Favored Enemy, Natural Explorer, Hide in Plain Sight and Foe Slayer, especially. Make those a lot more generally useful.

11. Scale certain feats (-5/+10s, HAM) by proficiency bonus. HAM would be half proficiency bonus on its damage reduction, while GWM and SS would be giving up your prof bonus to hit in exchange for double the prof bonus to damage.
 
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5ekyu

Hero
5.01 Really just emphasis on what you can do now.

1 - Give examples to show that as an ability check, initiative can be used with the variant ability score feature- letting you base it off the most reasonable score for the situation- Wisdom for "who spots who first" or "do they seem likely to attack" or Charisma for "secret plan to attack while talking" etc etc...

2 - better clarification on the after the roll but before result to address the roll in open vs roll in secret - same with shield spell.

3 - Make Healing Surges and Slow Natural Healing from DMG workshop the standard rule and move the current regain all hp long rest and only spend HD resting as the optional workshop.

4 - Move the social encounter DMG section - friendly, indifferent, hostile, use traits etc - to the PHB and make up the space by moving the historical semi-real-world pantheons to the DMG.

5 Move Success at Cost and auto-success for proficient ability vs DC 10 or less to PHB as standard rules.

6 - Add paragraph about reskinning weapons.

7 - Add paragraph about customizing cosmetics (my flaming sphere is like a fiery mini-dragon) and no-cost components to thematic to character choices.

5.25 Small but comparable to current

1 - Change "common" healing items to not do 2d4+ healing but to simply allow the spending of HD to regain HP when drunk. Let Healer feat allow higher minimum on those HD.

2 - Drop short rests and allow the use of HD to recover uses of those features.

3 - Add "extended tasks" for any effort that takes longer than 1m to be resolved by a race to three success or fails like death saves.

Left off any specific class fixes as they likely need to be looked at in total, as a 5.5 thing.
 

  1. Add feats to the game, in place of ASI. Redesign all feats so that they also include +1 to a stat.
  2. Redesign classes so that they gain feats and sub-class abilities at standard levels. Multi-classing now lets you gain one class's primary features in place of your sub-class.
  3. Go back down to three saves, so everyone knows which one protects you from mind-affecting attacks.
  4. Reduce the duration of a short rest to five minutes, with the explicit assumption that it should take place after every encounter. Re-design class abilities around this assumption.
  5. Get rid of free healing, to free us from the tyranny of six encounters per day.
  6. Fix the HP bloat, by getting rid of +Con to HP and +Str/Dex to damage.
 

RSIxidor

Adventurer
4. Every class gets to give Expertise to one (and only one) of their class skills. Eliminating the oddity of the Rogue being better at Arcana than the Wizard or Religion than the Cleric, for example. Rogues and Bards still keep their Expertise features as is, that just means they get a lot more than everyone else.

Expertise for extremely important class skill seems like an excellent way to go. My initial reaction is to suggest that all wizards get expertise in Arcana automatically, and that all Clerics get expertise in religion automatically but thinking about it a bit, player choice is better.

2 - Drop short rests and allow the use of HD to recover uses of those features.

This heavily benefits those classes that only have "daily" resources. I'm not sure if that's a good or bad thing, really.

2. Redesign classes so that they gain feats and sub-class abilities at standard levels. Multi-classing now lets you gain one class's primary features in place of your sub-class.
6. Fix the HP bloat, by getting rid of +Con to HP and +Str/Dex to damage.

I rather like these two points. If I was going to do a full rewrite of 5E, I'd consider shrinking the HP a LOT more than this but this would be a start. I don't like Constitution only being useful for saving throws, though (unless you're a Barbarian). With no skills, HP increase and saving throws was really all it had going on. A little more important for concentration-focused casters but that's really it.
 

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