Level Up (A5E) [+] What features should a "Advanced 5E" have?

Seconding Psionics which are distinct from magic.

Also seconding having all classes pick up their Subclass at 1st.

A coherent and at least semi-realistic economic system, including a magic item crafting system which allows for custom items.
Spell research to allow creation of new spells.

Fully detailed rules for the creation of Constructs. Fully detailed rules for Awakened Animals and Plants.

Rules to adapt any creature to be a player character with proper level adjustment.

Essentially I want just a pile of crunch to facilitate any and all possible bizarre campaign ideas that might occur to me.

Edit: I really like the Ancestry Feats in PF2, I like the idea of your race/ancestry having an ongoing affect on your character development, not just a suite of powers at character creation.

Also, Seconding baking feats back in instead of being an optional system that replaces your ASIs
 
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Make every spellcasting class thematic. Divide up spell lists accordingly.

• Prescient/Farer (Prescience, Clairvoyance, Outofbody, Teleportation, Time; Positivity)
• Telepath/Enchanter (Telepathy, Charm, Fright, Domination, Dream, Ideals; Astral, Celestial)
• Shapeshifter/Healer (Shapeshift, Ki, Wuxia, Body Equilibrium, Heal, Life; Material Landscape; Natural Material Plane, Plant, Beast, Humanoid, Dragon)
• Telekinete (Force, Telekinesis, Fly, Ether, Magic Energy, Force Construct; Ethereal, Feywild)
• Elementalist/Alchemist (Earth-Fire, Radiant, Lightning, Fire, Metal, Structure; Air-Water, Cold, Acid, Weather; Elemental, Giant, Dwarf)
• Necromancer (Disintegration; Underworld, Ghost, Undead, Necrotic; Shadowfell, Infernal, Negativity)

Subclasses and feats can borrow spells from a different theme.
 

Categories like arcane, divine, psionic, and primal, almost have more to do with spell components.

Psionic: no components
Divine: verbal/symbol
Primal: somatic/body
Arcane: material/elemental

Not quite this simple, but almost.
 

I think 13th Age did the ASI from race best. Each race would give you +2 to one of the two attributes associated with that race. Your class would give you +2 to one of the two attributes associated with the class. You can't choose the same for both.

For 5e a high elf wizard would give you +2 to Dex or Int and +2 to Int or Wis, but +4 to Int wouldn't be legal. I would use the Saving Throws for each class as their options with exceptions for classes like Monk (Dex/Wis) and Paladin (Str/Cha).
The 13th age easy is pretty good, provides you with some good choices guaranteeing that you will have a stat boost in your classes main stats.

When I was writing I was thinking of pathfinder 2e. Races have a -2 to a set stat and I think a couple +2s then some free picks. However their stat adjustments are all built into deciding on your PCs stats as you build with race, class, and background rather than rolling or using point buy and adding a couple of adjustments. I quite like it but also like rolling so wouldn't want the pathfinder method imported wholesale to 5e.
 

My shortlist:

1) some revamps to concentration as a mechanic.

2) a real clear set of rules for stealth.

3) rules to help set encounter distances based on terrain (one of the dm tables in 3rd edition I miss)

4) in general a bit more power scaling for levels 7-10

5) some “group skill check rules”. I’m tired of saying “roll a knowledge check” and having to track 5 resultS. I would like a way for the party to roll one check that presents the “group”.Useful for certain stealth, perception,and knowledge checks primarily.

6) main area honestly would be monster design. I want to see harder monsters in general, and bringing back some of the scarier and more interesting mechanics of 3rd and 4th. Monsters are one area I think in general 5e took a step back on
 

I seem to recall them having these in past editions. I recall the Agathinons being the NG celestials...and I believe the CG good ones were Eladrins (before 4e turned them into an elven subrace).

I don't recall all that much being done with them besides their entries in the various monster manuals, since, generally, good-aligned anything were not generally opponents the PCs faced.
NG outsiders were the guardinals, native to Elysium. Planescape had a species for every alignment:

LG: archons
NG: guardinals
CG: eladrin
CN: slaad
N: rilmani
LN: modrons
LE: baatezu/devils
NE: yugoloths/daemons
CE: tanar'ri/demons
 


  • Removing the rules making it trivial to use Dex in melee and Str at range

Suppose the abilities are:
• Tough
• Athletic
• Perceptive
• Social

Tough ≈ size, hit hard ≈ melee damage bonus
Athletic ≈ gymnastics ≈ grapple ≈ melee/finesse/throw attack bonus
Perceptive ≈ slow steady accurate aim ≈ shoot ≈ missile attack bonus
 

Suppose the abilities are:
• Tough
• Athletic
• Perceptive
• Social

Tough ≈ size, hit hard ≈ melee damage bonus
Athletic ≈ gymnastics ≈ grapple ≈ melee/finesse/throw attack bonus
Perceptive ≈ slow steady accurate aim ≈ shoot ≈ missile attack bonus
Call me old-fashioned, but a game without the six stats isn't D&D to me. Doesn't mean it wouldn't be a good game though.
 


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