Spell description section being separated by spell level then by alphabetical order.
AUGH yes! I've been saying that since day one!
Also, each spell needs a reminder of which class can learn it, AND the spell list should include a marker for rituals.
4. Druids and metal armour. Seriously, this is so dumb.
Yes! Either you get rid of it, or you don't give them proficiency and let them take it, or you outright give them a proper penalty when they wear metal armor. None of that confusing BS about 'will not'. That's not how you write a PC facing rule! So dumb!
Again, no thanks. Now you'd have to remember what level the spell is you are looking up before then finding it alphabetically. That'll be even worse.
Sure, the cantrip and 1st level section would be probably fine more or less... but if you told me "Go find the spell block for Mirage Arcane", I'd never be able to do it. I'd have to go to the spell list first, find out its level, and then go find the block alphabetically. And even then I'd have to spend time flipping through the entire chapter just to find the "7th Level" section before finally looking for the spell alphabetically.
People keep complaining that the Index sucks because some entries just redirect you to other entries so you have to now take an extra step in getting to where you want to go... this now turns finding spells into the exact same thing.
Don't you organize your spell by level on your character sheet? Also, maybe there is too many spells in this game and too many spell slots per class.
It would be easier for making characters.
I can read through cantrips and not jump around the book,
then I can read 1st level spells,
then 2nd level spells,
then 3rd level
then...
just add all classes that can use the spell under spells name.
Exactly! When making a character or levelling them up, it's a huuuuge pain to go back and forth between the list and your spells and then compare multiple spells. It's easy to write quite reminder for your spells so you rarely need to check the rulebook, but building your character? Total pain.
Because the thing is... I have always believed (and have gotten hints of confirmation from Jeremy et. al. over the years)... that the reason the Stealth rules were so wishy-washy and basic was because they knew in their heart-of-hearts that nobody would ever agree on how/where/why/when Stealth should work-- especially within combat. And you can go searching through all the threads here on the boards where you'll find people who won't let PCs hide in combat at all, along with people who make hiding during combat a piece of cake. And never the twain shall meet.
And thus coming up with one cohesive Stealth ruleset might very well get shat upon by 95% of the DMs reading it, because it won't work the way they think Stealth should work. So there ends up being no point in trying to even bother. DMs are all about getting rulesets squared away so that you can "play RAW"... just so long as that RAW is the way THEY want to play it. And thus one Stealth Ruleset To Rule Them All might not end up being what most people actually want, so better to double-check via a poll before they even try.
They're game designers, they should DESIGN their game instead of being all wishy washy and just basically dumping all the work on hapless DMs. Can a Rogue hide during combat or not? It's a simple Y/N question, and the answer impact the perceived strength of the class and the ease of the use of Sneak Attack. What is the INTENTION here? It SHOULD be answered by the DESIGNERS and then if the DM wants to disregard it? It's their prerogative to weaken or buff a class.
Like, to me, Sneak Attack should be occurring EVERY turn, because it's how the Rogue keeps up with the others damage wise, and it pushes the Rogue to act, well, like a rogue. Why else would it proc if you're just attacking a dude next to your allies? Advantage itself can be harder but you don't need it for Sneak Attack. Some DMs seem to think it should be difficult to get Sneak Attack and that it is a 'bonus' the Rogue gets instead of a baseline level of damage (probably thinking of the 2e thieves too much). Knowing which one was the expectation of the designer would be very useful.
A bit off topic but: It really annoys, and baffles, me that, somehow, transparent game design is seen as a BAD thing?! Augh. DM-ing is a form of game designing, SHARE your damn design notes with the DMs, WOTC, they're your fellow designers! And DMs should really stop being so obsessed with their own immersion, you're already BEHIND the curtain directing the play: stop complaining that you can see the stage hands!