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D&D (2024) Things You Think Would Improve the Game That We WON'T See

cbwjm

Seb-wejem
I'd have like them to have kept the standardised subclass progression so that we could have subclasses that worked across multiple classes, it's where I would have put the warlord - a subclass anyone could take, since they reverted back to the 2014 progression we're clearly not going to see that. I'd have also like to have seen every subclass start at 1st level and maybe have an addition subclass level at 18 for a decent capstone ability.

Edited to be less whiny.
 
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tetrasodium

Legend
Supporter
Epic
I'd have like them to have kept the standardised subclass progression so that we could have subclasses that worked across multiple classes, it's where I would have put the warlord - a subclass anyone could take, since they reverted back to the 2014 progression we're clearly not going to see that. I'd have also like to have seen every subclass start at 1st level and maybe have an addition subclass level at 18 for a decent capstone ability.

Edited to be less whiny.
Dumping that was a weird one given that I don't think they actually said that the subclass progression was the same across classes deliberately rather than coincidentally until announcing that it wasn't popular enough as the reason it was going away
 


overgeeked

B/X Known World
My biggest disappointment in the playtest, I thought the idea kd choosing your own capstone was solid gold, was shocked it wasn’t popular
There is, apparently, a large contingent of players who simply detest anything that's player-created or up to the referee. If it's not in solid black & white text, with precise mechanical procedures on the page in the books, it might as well not exist. I don't get it. But I've butted heads with more than a few of them around here.
 

My biggest disappointment in the playtest, I thought the idea kd choosing your own capstone was solid gold, was shocked it wasn’t popular
They probably bombed for the same reason I annihilated the Druid wild shape template options in my playtest feedback, it wasn't that I didn't like templates it was that I hated THOSE particular templates. I did the same thing with the level 20 epic boons, it wasn't that I didn't like the idea, I just didn't like THOSE particular epic boons.

I would love to a chooseable proper level 20 capstone, but everything they presented was uninspired mush. Instead of looking at recycling the epic boons that virtually no one used from the 5e DMG, they should have crafted really compelling end-game archetypes that people would be willing to go 20 levels in a class for even if they didn't end up being specifically tied to a class. Something that gives a combination of the Barbarian/new Monk capstone (+4/+4 to chosen attributes) as well as a big level 20 style Paladin subclass 1/rest defining ability might do the trick and inspire imaginations.

I am fine with them keeping the epic boons that they did have in the game, but they should probably just be level 16 and level 19 feats rather than endgame class capstones which is what I think people actually wanted.
 

Half and one and a half proficiency should see more use for skills and saving throws.

Not stacking advantage and disadvantage is a good thing in my opinion. I also like the lack of plusses and minuses. But I don't like how much of the game hangs off that one mechanic. I'd like a second set of advantage and disadvantage that is distinct. Call it bonus and penalty or something like that. It works the same but doesn't interact with advantage and disadvantage. (E.g. a bonus doesn't cancel disadvantage so you'd roll 3d20 and take the middle. A penalty and disadvantage means you roll 3d20 and take the lowest. You get it.) The only distinction is that adv/dis be geared toward situational things while bonus/penalty be more generally applicable.

Animals should get additional HP or THP when being used as mounts. Or just have higher level versions of mounts available.
 

CreamCloud0

One day, I hope to actually play DnD.
Bard becomes a 1/2 caster

Proper guidance on what can be achieved with skills (including extraordinarily achievements) and more expertise and skill mechanic usage buffs for martials

Significantly restricting the wizard’s base spell list/making its subclass expanded spell lists actually meaningful

Make even a quarter of the pages they use for spells for dedicated martial weapon combat rules, abilities and manoeuvres, as well as expanding the weapon/armour tables and special material properties for them
 

grimmgoose

Explorer
4e-style monster and encounter design.
In the year of our Lord 2024, I've given up on wishing for more 4E-style mechanics to come back, but this is the hill I'll die on.

4E monsters were so fun to run and to design. I'd be at work, creating monsters in my Field Notes that fit their roles, with interesting and engaging combat mechanics.

It was probably the most shocking change - for me - coming to 5E. The 5E monsters are so boring and kludgy.
 
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Stalker0

Legend
In the year of our Lord 2024, I've given up on wishing for more 4E-style mechanics to come back, but this is the hill I'll die on.

4E monsters were so fun to run and to design. I'd be at work, creating monsters in my Field Notes that fit their roles, with interesting and engaging combat mechanics.

It was probably the most shocking change - for me - coming to 5E. The 5E monsters are so boring and kludgy.
Completely agree. I respect that “forced” archetype of skirmisher, leader, defender, etc might have felt too mechanical for player classes, but it was gold for monster design.

4e embraced a truth in encounter design…it takes a party to beat a party, and gave the dms great tools to craft a party of monsters that complimented each other.

It’s a real gap in 5e
 


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