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D&D 5E Fix 5e.... in one sentence


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Making short rests 5 or 10 minutes is a good one.

Technically not one sentance, but uping the amount of spells learned by Sorcerers a bit would be helpful.

And also technically not one sentance, and requires a little bit of rearranging, but you could write the Fighter so that they get manuvers by default.

But really, the one choice I have to go with, is changing the key ability score of Warlock to be INT.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Making short rests 5 or 10 minutes is a good one.

Technically not one sentance, but uping the amount of spells learned by Sorcerers a bit would be helpful.

And also technically not one sentance, and requires a little bit of rearranging, but you could write the Fighter so that they get manuvers by default.

But really, the one choice I have to go with, is changing the key ability score of Warlock to be INT.
This is what I do. Short rest are a 5-10 minutes breather, but you can only benefit from 2 per day. Its fun because it does not force the whole party to stop for the short rest, so any character is in charge of its own features recovery outside of long rests.
 

Mercurius

Legend
Artificer: The pocket protector of the party.
Barbarian: Imagine Ron Gronkowski in furs.
Bard: Play this if you want to be really irritating.
Cleric: Taking one for the team.
Druid: The secret is the shrooms.
Fighter: Play this if you drink beer while gaming; trust me, it's easier that way.
Paladin: The preferred choice of reiki masters everywhere.
Ranger: There are options other than Aragorn or Drizzt, ya know?
Rogue: He definitely shot first.
Sorcerer: Just play a wizard and act crazy.
Warlock: Be warned of the player who always plays warlocks.
Wizard: For the first few levels, hide behind the biggest party member; later on, kill everything.
 


Levistus's_Leviathan

5e Freelancer
But that's A FULL rewrite, not a, small fix!

One possibility, go the PF2 route. 3 actions period. Mix and match as you like.
I'm partial to PF2e's 3 Action System. I'm not sure that it was executed in the right way, but I find the base design of it to be ingenious. I really hope that D&D 6e incorporates something like this.
 
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Mort

Legend
Supporter
I'm partial to PF2e's 3 Action System. I'm not sure that it was executed in the right way, but I find the base design of it do be ingenious. I really hope that D&D 6e incorporates something like this.
I find PF2 WAY too complicated for my tastes (I'll play it - but would really balk at DMing) but this is one of the innovations/changes I like.
 

Not applicable to the thread but maybe in the spirit: I do feel that if D&D were to adopt anything from Pathfinder 2e while still being recognisably 5e, the rarity system would be a fantastic place to start. Make it optional, but do DMs a formal way of classifying certain effects and spells as common (always available), uncommon (might require special access, generally not something you can just have), and rare (a quest item, spell, something that requires GMs to deploy), then have some sample lists.

Could be a way to help mix up what spells are taken, etc.
 


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