D&D 5E CHALLENGE: Change one thing about 5e

  • Thread starter Thread starter lowkey13
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No one says you should be their best mate, but you shouldn't keep a one man campaign going. You pay money for their services which is great, but that doesn't mean you have control over them or that they owe you more than the services that they have already provided.
You are one customer of thousands if not millions, what exactly do you think WOTC owes you individually?
 

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My wife just spotted a pretty amusing flaw in the Healer feat.
You can use an action to stabilize an ally while restoring 1 hp, or use an action to restore 1d6+4 hp. Why would you ever do the former?
 


What?
Whining, negativity, and snark are not honesty. The are window dressings that turn honesty into petty bickering. Honesty stands on it own and whining, negativity, and snark can only lessen its power.

I don't see anyone whining, being negative, or being snark. I see people being honest. The problem with Enworld is the fact that anytime you say anything that isn't "D&D is great" then it's labeled as being snark, whining, and being negative.
 

I don't see anyone whining, being negative, or being snark. I see people being honest. The problem with Enworld is the fact that anytime you say anything that isn't "D&D is great" then it's labeled as being snark, whining, and being negative.

I don't know, saying the problem is to much Chris Perkins seems pretty snarky to me. That is not criticism as I see it, and definitely not a constructive one.

The thing is, if you have a criticism it is a typically an opinion, so it would only makes sense that some would have a differing opinion. In addition, when you think about, this very thread kinda disproves your argument. This tread is all about discussing issues with the game and it has been mostly free of labels of snark, whining, and negativity. The fact that it has only come up once as far as I can tell speaks to just the opposite of your claim.
 

I don't know, saying the problem is to much Chris Perkins seems pretty snarky to me. That is not criticism as I see it, and definitely not a constructive one.

The thing is, if you have a criticism it is a typically an opinion, so it would only makes sense that some would have a differing opinion. In addition, when you think about, this very thread kinda disproves your argument. This tread is all about discussing issues with the game and it has been mostly free of labels of snark, whining, and negativity. The fact that it has only come up once as far as I can tell speaks to just the opposite of your claim.

Mostly free of those things. With one regularly glaring exception.


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Probably tweak the saves. Use fort/ref/will, each class has a good, average and bad save (+3,+2, +1) add your proficiency bonus to all saves. Some classes might have better saves overall such as fighters (+3,+3,+3).

That or overhaul the armor rules.
 

Problem: The Bard and Cleric classes are strangled in their magical attack choices by being limited to exactly one damage-dealing cantrip per class. (Some divine domains add a bit, but the limitation is striking.)

Solution: Add more Bard and Cleric attack cantrips. (In 4E, the Bard ended up with a choice of 7 attack cantrips, and the Cleric ended up with a choice of 20 attack cantrips. There's plenty of material to draw from.)
 

Resource management

Issue: at-will/short-rest/long-rest abilities force an artificial structure to every adventuring day in order to keep the balance between classes.

Solution: Divorce resource recharge from player-controllable actions (letting time pass, taking rest, etc.).

Solution option A: Perhaps a current short-rest ability comes back every other combat encounter. Or is prorated for things that can be broken up like Ki so you get back level/2 Ki every encounter. Long-rest resources can also come back after 7 encounters, again possibly pro-rated.

Solution option B: Tie resource recharge to minor and major milestones. Perhaps when crossing a desert short rest resources will return at each oasis, and long-rest at the end of the trip. This would allow the whole 3-week journey which only has five encounters spread across the weeks not to heavily favor the long-rest people.

This has the extra benefits of allowing clever play that avoids encounters (or keeps them non-combat) to preserve resources for future encounters, combating the murder-hobo encouragement in the rules.

Known issue: I focus on combat because the majority of expendable resources will be used there. But it's perfectly possible to use a lot of utility spells and other limited resources in non-combat activities. I don't want to discourage those, but by the same measure the single caster who burns spells to fly several up a cliff, while others either benefit from the spells or use non-expended abilities like Athletics to climb, should those who were ferried up be closer to regaining their resources? Should the one who cast all the fly spells not be?
 

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