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D&D (2024) What do you want to see excised?

Yaarel

🇮🇱He-Mage
I think prof times between long rests is probably going to remain the primary model for limited-use “spell-like abilities.” But clearly short tests aren’t going away completely, or having their duration changed. I think they’ll mostly just be for spending hit dice, but there may yet be a few things that care about short rests. If nothing else I bet the bard’s Song of Rest stays the same, and I wouldn’t be surprised if they still regain Bardic Inspiration uses on a short rest. I’m keeping my fingers crossed that warlocks spell slots stay short rest recovery too.
I wonder if all casters should rely on short rests for their spells.

If such makes it easier to balance the encounters per day, then definitely.
 

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Treasure tables, as they currently exist in the dmg, should be excised and replaced with something more fitting 5e play. When was the last time you rolled "3d6x10" EP when putting together an adventure? It's a legacy way of doing treasure.

treasure1.png
 


Reynard

Legend
Supporter
Treasure tables, as they currently exist in the dmg, should be excised and replaced with something more fitting 5e play. When was the last time you rolled "3d6x10" EP when putting together an adventure? It's a legacy way of doing treasure.

View attachment 259608
The real problem is that treasure serves no purpose in 5e. Rather than excise random treasure, I would prefer to see them actually make it matter.
 

The real problem is that treasure serves no purpose in 5e. Rather than excise random treasure, I would prefer to see them actually make it matter.
Figuring out how to get treasure out of the dungeon, tallying up how much you got for the sake of leveling up, and getting really lucky on a magic item table all make sense when one is playing an early edition. In 5e, it's just bookkeeping. I'd rather have the book that suggests wealth by level or by tier, and then gives me flavorful examples of valuable objects.
 

tetrasodium

Legend
Supporter
Epic
Figuring out how to get treasure out of the dungeon, tallying up how much you got for the sake of leveling up, and getting really lucky on a magic item table all make sense when one is playing an early edition. In 5e, it's just bookkeeping. I'd rather have the book that suggests wealth by level or by tier, and then gives me flavorful examples of valuable objects.
It's just book keeping because wotc declared magic items "optional" & got rid of magic item churn. That design choice has serious negative consequences like most making magic items & treasure meaningless bookkeeping while obliviating every motivation that once hinged on obtaining enough treasure
 
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Remathilis

Legend
Figuring out how to get treasure out of the dungeon, tallying up how much you got for the sake of leveling up, and getting really lucky on a magic item table all make sense when one is playing an early edition. In 5e, it's just bookkeeping. I'd rather have the book that suggests wealth by level or by tier, and then gives me flavorful examples of valuable objects.
It's just book keeping because wotc declared magic items "optional" & got rid of magic item churn. That design choice has serious negative consequences like magic treasure meaningless bookkeeping while obliviating every motivation that once hinged on obtaining enough treasure
Better yet, get rid of "treasure". Lose much of the weak filler stuff and only have powerful "relic" items that are very rare but game changing. Everyone remembers when they got a sunblade or a cloak of displacement, but nobody remembers the +1 spear or feather token they got at level 2...

Fewer items, but powerful ones. The incidental stuff should be built into the classes.
 

SkidAce

Legend
Supporter
Better yet, get rid of "treasure". Lose much of the weak filler stuff and only have powerful "relic" items that are very rare but game changing. Everyone remembers when they got a sunblade or a cloak of displacement, but nobody remembers the +1 spear or feather token they got at level 2...

Fewer items, but powerful ones. The incidental stuff should be built into the classes.
Since magical items are "optional" and left to the DM, it looks to me like 5e is already set up to run a game like you want it.

Only hand out/let them find powerful items and no knick knacks.
 

Horwath

Legend
Better yet, get rid of "treasure". Lose much of the weak filler stuff and only have powerful "relic" items that are very rare but game changing. Everyone remembers when they got a sunblade or a cloak of displacement, but nobody remembers the +1 spear or feather token they got at level 2...

Fewer items, but powerful ones. The incidental stuff should be built into the classes.
since 5E does not have any levels of masterwork, elvencraft, dwarvencraft, masterpiece or other types of "mundane" non magic items that are better than gear for level 1 grunt, I see +1 to +3 as improvement of basic items, that anyone can make with tools if proficient.

I.E. for +1 item you need tool proficiency and +3 proficiency bonus
for +2 you need +4 proficiency bonus
for +3 you need +6 proficiency bonus and expertise in that tool.

now for materials, you can keep it simple and just have players drop gold into magic items, or disenchant other magic items to have raw material for crafting. Or you can make a plot hook out of it. Need troll blood, basilisk heart or gallon of dragon blood...
 

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