D&D (2024) YOU are in charge of the next PHB! What do you change?

4e warlord and ranger designed for the edition.

No beastmaster ranger in phb. that idea needs time to purgolate.

add bloodied as a concept for when things go off.

Kobolds as a core species (species rather then race).

better art for halflings.

I'm taking a page out of angry and having skills reorganized and have never liked the hickily pickly setup of tools.

That's pretty much the only major changes.
 

log in or register to remove this ad

I change nothing regarding race, classes, feats, backgrounds, spells, and rules.

I add a two page manual in the very front (to the players more than the DM) that instills vehemently that all other splat books are worlds to themselves, and the rules, classes, backgrounds, races, etc. are by DM discretion only. Then, that would be rephrased. Then after that, I would state that splat books might not even be compatible with the PHB. Then, I would rephrase that the PHB is as the writer's intended the game to be. Then, after that, I would restate that splat books are a world unto themselves. Then lastly, I would apologize to anyone and everyone were they to find an error or be upset by anything in the book, but note, in detail, how the author's tried to capture the spirit of the game in one book, that wasn't too confusing or outlandish.

Last thing I would do is change the damage for battleaxe to 3d4.
 

Greg K

Legend
Then, I would rephrase that the PHB is as the writer's intended the game to be.
Except that we know from Mearls that was not the case. He stated that some classes were designed before the class design guidelines were finalized, but were not reworked prior to publishing the PHB. As a result, a few classes do not work as intended when it comes to their interaction with acquiring a subclass and need adjusting.
 
Last edited:

Except that we know from Mearls that was not the case. He stated that classes were designed before the class design guidelines were finalized, but were not reworked prior to publishing the PHB. As a result, a few classes do not work as intended when it comes to their interaction with acquiring a subclass and need adjusting.
I don't want to be dismissive, but I am going to be - whatever.

Wah! Wah! We didn't have time to change something, even after more than a year's worth of playtesting. I hope, on a realistic and not hyperbolic level, everyone sees how silly that is.
 


ECMO3

Hero
The idea is that Disengage and Dodge get upgraded like the Attack action.

Attack -> Extra Attack
Dodge -> Extra Dodge
Disengage- Extra Disengage.
Dodge-> Dodge and Attack.
Disengage-Disengage and Attack.
etc
I don't get this. If you take disengage action (or cunning action), you are "disengaged" from everyone that turn, you can walk past 10 different enemies and none of them get an AOO. Similarly if you take dodge, you dodge everyone who attacks you that you can see.
 

ECMO3

Hero
What metal they use is less important, IMO, than the fact that every bit of mundane equipment an adventurer is likely to need (barring buying castles or whatever) will have been purchased by level four or so.
I think this is on the DM, either for giving the party too much loot or not making them pay for things like food, rooms, horses, sea travel etc. None of the official campaigns I have played or DMed provide enough loot to have everything you need by level 4 or even by level 8 for that matter, and I played or Dmed most of them with a small party of 4 players. Things like holy water and healing potions are constantly in short supply and quite costly to replace.

MINOR SPOILERS BELOW


I have a party in ROFM right now that is level 4 and they have about 300gp between them. They did acquire some magic items but certainly have a lot more things they would like to buy that they do not have funds for (including dogs and sleds). I have a group in TOA that is level 5 and they have about the same (although they do have a shield guardian and that seems a bit overpowered for level 5). I have a 2nd level character I am playing in candlekeep and she only has the 25gp she started with from her background and 20gp worth of silverware that needs to be splt between the party.
 

Minigiant

Legend
Supporter
I don't get this. If you take disengage action (or cunning action), you are "disengaged" from everyone that turn, you can walk past 10 different enemies and none of them get an AOO. Similarly if you take dodge, you dodge everyone who attacks you that you can see.


Extra Attack​


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Extra Disengage​


Beginning at 5th level, you gain extra movement equal to half your speed whenever you take the Disengage action on your turn.

Extra Dodge​


Beginning at 5th level, you gain advantage on Strength and Intelligence saving throws whenever you take the Dodge action on your turn.

Aggressive Disengage​


Beginning at 5th level, you can attack one creature or object whenever you take the Disengage action on your turn.

Aggressive Dodge​


Beginning at 5th level, you can attack twice, instead of once whenever you make an opportunity attack after taking the Dodge action on your turn.


ClassExtra AttackExtra Attack 2Extra Attack 3Extra Attack 4Extra DisengageExtra DodgeAggressive DisengageAggressive Dodge
BarbarianXXX
FighterXXXXXXXX
PaladinXXX
RangerXXX
 

Greg K

Legend
Examples?
(The following is from a post I made last year in another thread. The examples I included below are the Valor Bard and the Ranger were two classes mentioned. The Valor Bard clearly violated the design goals while the Ranger issue came up while he was designing a new subclass for his Happy Hour. I would have to go back and see if other specific classes were specifically noted (edit: It appears the videos have been removed from YouTube)).

In various episodes of Mike Mearls's Happy Fun Hour, he revealed WOTC's class guidelines including the level of subclass acquisition. Below I have listed key episodes (for those that want to watch the episodes) and summarized key points. Also, in the Kraken Sorcerer episode, he reveals that some classes break these guidelines, because they were completed before the guidelines were finalized.

Specific points on class on and subclass design from the episodes:

1. Players should be playing the character they want to play at first level (Happy Fun Hour: Kraken Sorcerer 1/30/18; 19:58). "We don't want you want you to feel like you have to wait to play the character that you want to play. We want you to feel you are playing the character as early as possible,preferably, 1st level. Then, as you gain levels, you gain more fun stuff to add to that character You are already playing what you want to play and then you just get more toys to play with as your character gets more abilities" (Happy Fun Hour 4/4/18 24:02-24:25).

2. Core class abilities should be something that all character of the class would want. The core class should allow you to portray the character you want "without gaining abilities that you stop using, feel are irrelevant, or go against what your character is" (Happy Fun Hour: Fighter Warlord 3/16/18 11:50).

3. A core class with a subclass at 3rd level means that "the core class identity is much more distinct, much stronger, and impactful on the character" ("Acrobat Rogue". Happy Fun Hour 2/6/18) which was also stated in Happy Fun Hour: Kraken Sorcerer 1/30/18 (18:58). For example, all rogues pretty much use the same armor, similar weapons. They look the same and are good with skills, but the subclass is how they specialize ("Acrobat Rogue". Happy Fun Hour 2/6/18).

In contrast, a core class with a subclass at first level is "defined by the subclass and is driven by it"- a god of time and a god of war are very distinct and do very different things ("Acrobat Rogue". Happy Fun Hour 2/6/18). Having your class grant a subclass at first level means this how you want to present your self from the start (Happy Fun Hour: Kraken Sorcerer 1/30/18; 18:48)

4. Taking a subclass should not "fundamentally change your character in a seemingly non-sensical way when you gain your subclass" (Happy Fun Hour 4/4 about 23:20), but further augment the concept. For example, when taking your subclass, you should not be changing your equipment (Happy Fun Hour: Kraken Sorcerer 1/30/18; 19:22). The Valor Bard breaks this and Mike said that the Bard should have had its subclass at first level (Happy Fun Hour: Kraken Sorcerer 1/30/18; 22:10).

5. Given the above, core classes that receive their subclass at 3rd level should be "seeded with enough options at first and second level" to avoid an "awkward transformation" (Happy Fun Hour Kraken Sorcerer 1/30/18 21:16).

When coming up with his Vigilante (a.k.a Urban Ranger) subclass (Happy Hour 9/11/18), Mike ran into the problem that the Ranger class itself had no features or options supporting an urban environment. This meant that a player wanting the subclass would be stuck with wilderness abilities that did not fit the concept before finally acquiring the subclass. This meant that the player did not get to play the character concept from the beginning and would then be stuck with unwanted features. Therefore, it broke 1 and 2 in my accumulated list. It would would lead to an "awkward transformation". To rectify the issue, he created new options and a variant feature.

Happy Fun Hour Episodes Referenced
1/30/18 Kraken Sorcerer
2/16/18 Rogue Acrobat
3/16/18 Fighter Warlord
4/4/18 Thief Acrobat (at the start) and Barbarian Maurader see approx 24:02
9/11/18 Ranger Vigilante (Urban Ranger)
 
Last edited:

(The following is from a post I made last year in another thread. The examples I included below are the Valor Bard and the Ranger were two classes mentioned. The Valor Bard clearly violated the design goals while the Ranger issue came up while he was designing a new subclass for his Happy Hour. I would have to go back and see if other specific classes were specifically noted (edit: It appears the videos have been removed from YouTube)).

In various episodes of Mike Mearls's Happy Fun Hour, he revealed WOTC's class guidelines including the level of subclass acquisition. Below I have listed key episodes (for those that want to watch the episodes) and summarized key points. Also, in the Kraken Sorcerer episode, he reveals that some classes break these guidelines, because they were completed before the guidelines were finalized.

Specific points on class on and subclass design from the episodes:

1. Players should be playing the character they want to play at first level (Happy Fun Hour: Kraken Sorcerer 1/30/18; 19:58). "We don't want you want you to feel like you have to wait to play the character that you want to play. We want you to feel you are playing the character as early as possible,preferably, 1st level. Then, as you gain levels, you gain more fun stuff to add to that character You are already playing what you want to play and then you just get more toys to play with as your character gets more abilities" (Happy Fun Hour 4/4/18 24:02-24:25).

2. Core class abilities should be something that all character of the class would want. The core class should allow you to portray the character you want "without gaining abilities that you stop using, feel are irrelevant, or go against what your character is" (Happy Fun Hour: Fighter Warlord 3/16/18 11:50).

3. A core class with a subclass at 3rd level means that "the core class identity is much more distinct, much stronger, and impactful on the character" ("Acrobat Rogue". Happy Fun Hour 2/6/18) which was also stated in Happy Fun Hour: Kraken Sorcerer 1/30/18 (18:58). For example, all rogues pretty much use the same armor, similar weapons. They look the same and are good with skills, but the subclass is how they specialize ("Acrobat Rogue". Happy Fun Hour 2/6/18).

In contrast, a core class with a subclass at first level is "defined by the subclass and is driven by it"- a god of time and a god of war are very distinct and do very different things ("Acrobat Rogue". Happy Fun Hour 2/6/18). Having your class grant a subclass at first level means this how you want to present your self from the start (Happy Fun Hour: Kraken Sorcerer 1/30/18; 18:48)

4. Taking a subclass should not "fundamentally change your character in a seemingly non-sensical way when you gain your subclass" (Happy Fun Hour 4/4 about 23:20), but further augment the concept. For example, when taking your subclass, you should not be changing your equipment (Happy Fun Hour: Kraken Sorcerer 1/30/18; 19:22). The Valor Bard breaks this and Mike said that the Bard should have had its subclass at first level (Happy Fun Hour: Kraken Sorcerer 1/30/18; 22:10).

5. Given the above, core classes that receive their subclass at 3rd level should be "seeded with enough options at first and second level" to avoid an "awkward transformation" (Happy Fun Hour Kraken Sorcerer 1/30/18 21:16).

When coming up with his Vigilante (a.k.a Urban Ranger) subclass (Happy Hour 9/11/18), Mike ran into the problem that the Ranger class itself had no features or options supporting an urban environment. This meant that a player wanting the subclass would be stuck with wilderness abilities that did not fit the concept before finally acquiring the subclass. This meant that the player did not get to play the character concept from the beginning and would then be stuck with unwanted features. Therefore, it broke 1 and 2 in my accumulated list. It would would lead to an "awkward transformation". To rectify the issue, he created new options and a variant feature.

Happy Fun Hour Episodes Referenced
1/30/18 Kraken Sorcerer
2/16/18 Rogue Acrobat
3/16/18 Fighter Warlord
4/4/18 Thief Acrobat (at the start) and Barbarian Maurader see approx 24:02
9/11/18 Ranger Vigilante (Urban Ranger)
There is something that people sometimes do; they look back at a time or event and believe they intended something else, when in fact, their intentions were shown in their actions. A boxer who hauls off and hits a loud mouth at the bar, and then later, decides he was doing it to protect the people around him. A dissertation on the positive effects of (fill in something awful), then later, upon reflection, believe they did it because there were no other paths to follow. A doctor giving poor advice to a patient, and then thinking the advice was because of this other extraneous circumstance of the patient. The point is: the boxer was just annoyed not trying to protect anyone. The doctoral student believed what they wrote at the time, and later reframed the actual writing to only having one path. The doctor gave the advice they thought best at the time without ever considering the extraneous variable they now place in their memory.

None of these people are liars, nor is Mearls. But, the ranger was as they intended. There is more than one writer, and that makes things even more convoluted. They tested the ranger. They thought it was fun. The feedback they received was just as positive as other classes. They wrote it as intended. Only after the fact, did they decide it didn't fit the parameters, and that is especially true after the negative feedback they received about the ranger.

Sorry for the tangent.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top