D&D (2024) Rules that annoy you

The discussion about potions really makes me miss 4E's potions being tied to healing surges. It made it so you couldn't just bring a barrel of healing potions to get through an adventure, you still had a daily cap. And it made healing potions affect the world less, because there's times feeding someone a healing potion won't work.
 

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Annoying rule: that everyone everywhere speaks Common.
I normally make that as players and humans only. It's common (not the language) for different races to speak in their own language so if you're trying to listen in on a pair of goblins, you need to speak goblin. If you capture one of those goblins and take them back to the reat of the party for questioning, then someone will need to speak goblin because it's likely the only language your prisoner speaks.

I also have different common tongues depending on where in the world you are. I've a continent where giants rule so there is no common tongue, instead it is replaced by the giant language.

In some areas, the common tongue might still be referred to as common, but it has a modifier like Common - Kemet, which is the common tongue for the nation of Kemet and the lands around it which it has influenced. PCs might not start with it, but I'd allow them to start learning if they spend a prolonged amount of time there.
 


The discussion about potions really makes me miss 4E's potions being tied to healing surges. It made it so you couldn't just bring a barrel of healing potions to get through an adventure, you still had a daily cap. And it made healing potions affect the world less, because there's times feeding someone a healing potion won't work.
Yeah, healing surges were 4e's best mechanical idea and hit dice are a pale shadow of them thar don't accomplish the best thing that healing surges did (limit total healing) just didn't like the implementation in how generous they were. Made attrition take too long.
 




Yeah, healing surges were 4e's best mechanical idea and hit dice are a pale shadow of them thar don't accomplish the best thing that healing surges did (limit total healing) just didn't like the implementation in how generous they were. Made attrition take too long.
I feel like 5e could benefit from 4e’s beefier surges, given a common criticism is that martials expend their reserve of HP far too quickly, and you wouldn’t have the attrition issue if you kept 5e’s style of only being able to use them during rests.
 


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