D&D 5E What Single Thing Would You Add

DammitVictor

Trust the Fungus
Supporter
Bloodied.

Not just as an easy measure for "this creature is visibly wounded" (which I do anyway), but also for things like having monsters behave differently as they take damage, or indeed having them behave differently when the PCs take damage.

Ooh, this is a good one.

I am working on something of an HFY space opera. One of the common human traits grants them combat and morale bonuses against supernatural and/or extraterrestrial creatures with a higher CR than them, that have been bloodied in an encounter with them. I'm flirting with the idea of calling it "Dutch Courage", but I'm afraid people would miss the reference.
 

log in or register to remove this ad


Mind of tempest

(he/him)advocate for 5e psionics
This isn't a rational or reasonable approach, sorry mate. There's no actual reason it necessarily has to be those things.

These are utter trivialities, especially in 5E. Not real concerns at all.

I liked the 2E, 3.5E, and 4E systems.

2E worked weirdly well, it was breakable, but it was the 1990s, let's not pretend everything wasn't breakable, but it was a fun system that a lot of players seemed to like, at least who I played with it. It certainly didn't seem over or under powered, particularly.

3.5E is a bit Marvel/comic-book for my liking, but it was quite fun and worked pretty well. Better than most things in 3.XE did anyway.

4E's psionics stuff was just beautiful. Obviously hard to translate to other editions in terms of mechanics, but the fluff and classes was really cool.

5E's Mystic was absolutely fine and the only thing wrong with it was it needed about 1-2 more rounds of balancing. It would have been perfectly good. WotC got obsessed with their own dumb metric which would have stopped them ever adding a full caster, and applied a double-standard, and we didn't get it. I feel pretty sure if the Mystic came out today, they wouldn't apply the same foolish metric in the same mindless way, because it's a very different WotC now.
I did like the mystic but I also had the flaw of lack of focus.
 

Not wanting two things that are both not great but cover the same ground isn't rational or reasonable? Seriously?

No, there's no reason that it "has" to be those things, but they usually are.


Those are extremely major issues, not trivialities at all. Literally the entire reason to even have psionics in the first place is in those questions. Sure, you can say "because I like psionics, that's why" as your reason to have them both, and that's fine for your game but not for the game.


At the time, I was posting only on reddit, in r/dndnext. My experience there tells me about a third of the people who talked about the Mystic--any of its incarnations--liked it, a third were ambivalent, and a third hated it. And that some of the people who liked it ended up not liking after playing it, and some of the people who didn't like it liked it after playing it (I can't honestly recall anyone saying that they loved it, though).

And I, personally, prefer the archetypes approach. My Psi Knight is quite enjoyable, and this way I don't have to learn another spellcasting method.
Re: rational/reasonable I was referring to the false "has to be", but it's not rational to trash theoretical psionics because magic is bad.

As for "trivial", yeah that is all trivial, and you present no rational argument there, just opinion. It's not stuff that really impacts the game, and the triviality of it is shown by the fact that psionics fit in just fine in previous editions.

As for "Well on reddit..." I was likewise and on r/dndnext at the same time and that's not what I saw, so what, do you want some kind of anecdote battle? Like a rap battle but way more boring? What I did see was that the major objection to the Mystic was a laughable one which was based entirely around it being mildly overpowered (yes, mildly, when you math'd it out) in a 15-minute-workday-type situation. Almost all the "anti" stuff about it that I saw was based on three things:

1) Bad math. Some incredibly bad. I got a ton of upvotes pointing this out, but nowhere near as many as the original bad math dudes. People would rather go with excitingly bad math I guess.

2) The ironclad assumption that nothing could be changed or nerfed. This was the most insane thing there - but I have seen in on dndnext about other material too, it's bizarre (and cuts both ways, they always assume stuff that's good in a UA will stay that way) - it's like they think buffing, nerfing, and tuning don't exist. It would have been extremely easy to fix virtually every issue, in many cases with incredible simple changes. But the anti people acted like that was impossible.

(As an aside, this is very like certain posters on video game forums, every time a unbalanced change goes on a test server, to y'know, be tested, they act like it's the end of the world, and the game will be destroyed imminently.)

3) Assuming D&D wasn't balanced on 6-8 encounters/day. This was constant. I don't think it would fly nowadays when the 6-8 thing is better known and more accepted. It was pretty funny given how many other classes break on a 1-3 encounter workday too.
 

Mind of tempest

(he/him)advocate for 5e psionics
Re: rational/reasonable I was referring to the false "has to be", but it's not rational to trash theoretical psionics because magic is bad.

As for "trivial", yeah that is all trivial, and you present no rational argument there, just opinion. It's not stuff that really impacts the game, and the triviality of it is shown by the fact that psionics fit in just fine in previous editions.

As for "Well on reddit..." I was likewise and on r/dndnext at the same time and that's not what I saw, so what, do you want some kind of anecdote battle? Like a rap battle but way more boring? What I did see was that the major objection to the Mystic was a laughable one which was based entirely around it being mildly overpowered (yes, mildly, when you math'd it out) in a 15-minute-workday-type situation. Almost all the "anti" stuff about it that I saw was based on three things:

1) Bad math. Some incredibly bad. I got a ton of upvotes pointing this out, but nowhere near as many as the original bad math dudes. People would rather go with excitingly bad math I guess.

2) The ironclad assumption that nothing could be changed or nerfed. This was the most insane thing there - but I have seen in on dndnext about other material too, it's bizarre (and cuts both ways, they always assume stuff that's good in a UA will stay that way) - it's like they think buffing, nerfing, and tuning don't exist. It would have been extremely easy to fix virtually every issue, in many cases with incredible simple changes. But the anti people acted like that was impossible.

(As an aside, this is very like certain posters on video game forums, every time a unbalanced change goes on a test server, to y'know, be tested, they act like it's the end of the world, and the game will be destroyed imminently.)

3) Assuming D&D wasn't balanced on 6-8 encounters/day. This was constant. I don't think it would fly nowadays when the 6-8 thing is better known and more accepted. It was pretty funny given how many other classes break on a 1-3 encounter workday too.
question you got any ideas on a ruff function for it as music was all over the map?

also would need way more spell options as it felt rather shallow.
 

jasper

Rotten DM
Why bother when most PCs get retired by level 15?

Ghost age an elf not problem. Ghost age a orc, kenku Max age are 70. Problem.
 

Oofta

Legend
The attack bonus currently used in 5e is also confusing to many. I've seen many people not know whether or not they can add their proficiency bonus, which stat do they use. I don't think it really matters which is used, there will always be some people that have difficulty with what many others consider easy to do.
In my old group (before I moved) we had a guy who had difficulty with the math so we just worked out a quick spreadsheet for him that he could print out. We let him do average damage as well.

There is no perfect answer, but for a lot of people adding everything together is easier. While I didn't have a big issue with either, going into negatives is a bit ... odd ... because it's just not something we normally do for any other reason. I doubt many people found calculating THAC0 easier, while many people do find adding simpler and more intuitive.
 

Better recharge/rest mechanic.

EDIT: Have gone through several homebrewed systems, everything from DMG's gritty, recharding with a d20 roll, converting short rest abilities to daily. Currently testing a HD method.
 

Sacrosanct

Legend
Barely an inconvenience.
Not an inconvenience at all for a lot of people. Do some people prefer ascending because adding is more intuitive for them? Yes. Do some prefer THAC0? Yes. Does context matter? Also yes. I think ascending is more intuitive in 5e, but not in 3e, for example. One of the biggest issues at the time that I remember when 3e came out was that as I mentioned, with THAC0 the only math you had to do was subtract your d20 roll from your THAC0. One step. That was it. 3e brought so many modifiers to your roll, and they weren't always all the same. You had different attack bonuses for each attack you made, feats, situational modifiers up the wazoo, AC and attack roll bonuses that kept going up and up, etc.

Also, people seem to conflate intuitive with easier. Subtracting 15 (the die roll) from 5 (THAC0 value) is not harder than adding 17 (attack modifiers) to the same die roll of 15. Sometimes it is, others it's not; one isn't objectively easier as a general statement. In AD&D, the range was within 20 steps (-10 to 10). In 3e, I've seen numbers go into the 40s. Generally, the more numbers you get, and the more frequency you get when you're into the high teens and 20s and 30s, the more difficult it becomes. It's easier to subtract 5 from 10 than it is to add 15 to 22, generally speaking for most people.
 

billd91

Not your screen monkey (he/him)
Also, people seem to conflate intuitive with easier. Subtracting 15 (the die roll) from 5 (THAC0 value) is not harder than adding 17 (attack modifiers) to the same die roll of 15. Sometimes it is, others it's not; one isn't objectively easier as a general statement. In AD&D, the range was within 20 steps (-10 to 10). In 3e, I've seen numbers go into the 40s. Generally, the more numbers you get, and the more frequency you get when you're into the high teens and 20s and 30s, the more difficult it becomes. It's easier to subtract 5 from 10 than it is to add 15 to 22, generally speaking for most people.
Once you started dealing with negative ACs, the difficulty for people steeply climbs - it's worse than adding 2 digit numbers.
 

Remove ads

Top