D&D 5E Advanced D&D or "what to minimally fix in 5E?"


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I don't see how this is all that different, or more 5e, than what Level Up did.
I gave that game a look. It changed far too much. It clearly wants to be its own game (like Pathfinder). It IS its own game, with its own version of the PHB, DMG, and MM.

Not interested.

The game I'm talking about here is decidedly "still 5E but with specific things improved".
 




it's not just about bypassing the resistance, it's about customisation with additional properties, especially in the areas that combat lacks for martial players 'i move, i swing my sword, i end my turn', battleaxe's with thrown, a finesse halberd, being able to raise your AC with a parrying shortsword.
Sure, maybe, but there is a battleaxe with thrown, it's called a throwing axe.

as for finesse halberd; lose one die step for removing Heavy propery, lose one die step for adding finesse and you get 1d6, Reach, Finesse weapon.

now, we could talk about adding containers for poisons or elemental damage that will coat the blade and last for one strike or one turn or maybe even one minute.
it'd also be a very nice gold sink for the players, even for most casters if you do it right, mage armour is fine but if you can buy a set of leather armour that lets you use the Evasion ability that's a whole lot more attractive to those squishies.
maybe armor can cast X times per day Blur if the hide is from displacer beast?

edit: and making energy damage weapons far easier to aquire, (how did i forget to mention these) dealing energy damage is way too exclusive to magic characters, all martials should end up tricked out each with their own collection of maybe an ice longsword, an acid longbow, a thunder warhammer and a psychic quarterstaff that they bought before the game is over, ready for every monster weakness/resistance situation.
that would fall under Alchemy tools combine with blacksmithing and containers I mentioned earlier.
 

Absolutely no magic item pricing. It was taken out on purpose so that magic items are never a commodity. Every single magic item price should be based on what that DM feels is an appropriate opportunity cost for not spending that wealth in other ways. Which is both completely dependent on gold given, and ways given to spend it at that table. People complain about the CR system, a magic item pricing guide cannot help but be less accurate.

For example, if there's no meaningful way to spend it, then it has no opportunity cost spending for magic items and shouldn't be able to buy anything because it has no actual value.
you are absolutely free to ignore magic item price table if it appears in 2024, leave us that believe that you can buy a nuclear warhead if you have enough money in peace.
 

Generally I felt I needed to vent after seeing a discussion on DC20, yet another game that at first blush appears to fix 5E but quickly turns out to be its own game, and thus not 5E anymore.

I want just one effort to not republish a variant PHB but instead strive to reformulate the 5E classes with new crunch, aiming to recreate the look and feel of the 5E classes but with added layers of charbuild crunchiness.
 

Sure, maybe, but there is a battleaxe with thrown, it's called a throwing axe.

as for finesse halberd; lose one die step for removing Heavy propery, lose one die step for adding finesse and you get 1d6, Reach, Finesse weapon.
why would i want either of these? the point is to be adding improvements onto existing weapons i don't want a thrown d6 handaxe, i want the battleaxe with thrown on it, and the halberd, as it exists: d10 damage heavy weapon, with finesse property
now, we could talk about adding containers for poisons or elemental damage that will coat the blade and last for one strike or one turn or maybe even one minute.
this is just, so so underwhelming, casters don't need to worry about their fireball only dealing fire damage then reverting to bludgeoning after the first time they use it in battle
maybe armor can cast X times per day Blur if the hide is from displacer beast?
i don't want my gear to only have it's improvements matter a few times per day, this should just be a thing it does, always on, like with the 'poison vial' concept, my fullplate isn't 18AC for X/times a day,
that would fall under Alchemy tools combine with blacksmithing and containers I mentioned earlier
a very unsatisfying implementation IMO
 

why would i want either of these? the point is to be adding improvements onto existing weapons i don't want a thrown d6 handaxe, i want the battleaxe with thrown on it, and the halberd, as it exists: d10 damage heavy weapon, with finesse property
OK, so you are talking about modification "slots". That can work too.
spend one modification to add Thrown or finesse. Cool. but I would keep away from adding Finesse to Heavy weapon. That just sounds wrong.

For people that want simple modifications: Damaging weapon; increase damage die by one step.

this is just, so so underwhelming, casters don't need to worry about their fireball only dealing fire damage then reverting to bludgeoning after the first time they use it in battle
didn't know that fireball is at will ability at 5th level...
If you balance cost and amount of extra damage done on attack, one use per item might not be that bad.
i don't want my gear to only have it's improvements matter a few times per day, this should just be a thing it does, always on, like with the 'poison vial' concept, my fullplate isn't 18AC for X/times a day,

a very unsatisfying implementation IMO
and how much, for game balance sake, would an armor that gives disadvantage on EVERY attack ever vs you would cost?
 

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