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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Horwath" data-source="post: 6954737" data-attributes="member: 6801299"><p>Ready action does not consume reaction when it is triggered. You just take your action before the trigger. To deal with those pesky archers. Also you can make any action that is normally takes as an action(multiattack/extra attack)</p><p></p><p>Attack of opportunity does not consume reaction when triggered. You can make a number of AoOs per round equal to your proficiency modifier.</p><p></p><p>Bringing back delay mechanics. This moves your initiative after the action that triggered delay. I.E. as a rogue you could say that you acting after your fighter if you get higher initiative roll.</p><p></p><p>Saves without proficiency add half the modifier(round down).</p><p></p><p>full spellcasters should have 10th level spells, one spell slot at 19th level. So even 2 level multiclass will bar the highest spells from being available.</p><p></p><p>Spell up-ranking of damage spells is terrible. Good rule would be +3 dice of damage per spell level for single target spells and +2 dice for AoE spells.</p><p></p><p>Medium armor removed. Ad an more expensive light armor that gives AC 13 +dex. </p><p></p><p>All classes with medium armor are now just proficient with light. Maybe add extra skill to compensate.</p><p></p><p></p><p>All classes get extra attack feature.</p><p></p><p>Full martial classes get extra attack every 4 levels after 1st(1,5,9,13,17), fighters would get 6th attack at 20th level and some other stuff to buff up now relative weak capstone.</p><p></p><p>Full spellcasters get extra attack every 16 levels(1,17)</p><p></p><p>some classes(like rogue, maybe bard or warlock could be hybrd), extra attack every 8 levels(1,9,17)</p><p></p><p>cantrip damage would also scale on 1,5,9,13,17 mechanics.</p><p></p><p></p><p>offhand attack with dual wielding is made as a part of attack action with main hand weapon.</p><p></p><p>you would get a number of off hand attacks equal to half the number of attacks in main hand(round up), that means for martial classes 1 off hand attack at lvl1, 2 attacks at lvl9, 3 attacks at lvl17.</p><p></p><p></p><p>tone down or split the feats so they all become half feats.</p><p></p><p>you get bonus now "half-feat" at lvl 1,5,9,13,17. </p><p></p><p>delete variant humans. give humans something more to be more competitive. I.E. extra 2 skills proficiencies and one extra weapon or tool proficiency.</p><p></p><p></p><p>add something to intelligence that makes it worth to anyone except wizards.</p><p>Like adding extra skill proficiency per point of bonus and extra language or tool proficiency per point of bonus.</p><p></p><p></p><p>Magic attunement: you can be attuned to number of magic items equal to half your proficiency bonus(round down) or your charisma bonus, whichever is higher.</p><p></p><p></p><p>some skill merging of not so usable/used skills;</p><p></p><p>thief tools and sleight of hands are now merged into thievery: you still need to have thief tools with you to disable traps or open locks. Rogues are proficient with this skill by default.</p><p></p><p>Investigation merged into perception; just to end the debate...</p><p></p><p>animal handling merged into survival,</p><p></p><p>Medicine skill expansion: during short rest you can tend the wounds of your party. With DC 15 medicine check you can add your proficiency bonus to any healing dice rolled for restoring HPs. With DC 25 check you add twice your proficiency bonus to any HDs rolled.</p><p></p><p></p><p></p><p>OK, maybe more than one thing...</p></blockquote><p></p>
[QUOTE="Horwath, post: 6954737, member: 6801299"] Ready action does not consume reaction when it is triggered. You just take your action before the trigger. To deal with those pesky archers. Also you can make any action that is normally takes as an action(multiattack/extra attack) Attack of opportunity does not consume reaction when triggered. You can make a number of AoOs per round equal to your proficiency modifier. Bringing back delay mechanics. This moves your initiative after the action that triggered delay. I.E. as a rogue you could say that you acting after your fighter if you get higher initiative roll. Saves without proficiency add half the modifier(round down). full spellcasters should have 10th level spells, one spell slot at 19th level. So even 2 level multiclass will bar the highest spells from being available. Spell up-ranking of damage spells is terrible. Good rule would be +3 dice of damage per spell level for single target spells and +2 dice for AoE spells. Medium armor removed. Ad an more expensive light armor that gives AC 13 +dex. All classes with medium armor are now just proficient with light. Maybe add extra skill to compensate. All classes get extra attack feature. Full martial classes get extra attack every 4 levels after 1st(1,5,9,13,17), fighters would get 6th attack at 20th level and some other stuff to buff up now relative weak capstone. Full spellcasters get extra attack every 16 levels(1,17) some classes(like rogue, maybe bard or warlock could be hybrd), extra attack every 8 levels(1,9,17) cantrip damage would also scale on 1,5,9,13,17 mechanics. offhand attack with dual wielding is made as a part of attack action with main hand weapon. you would get a number of off hand attacks equal to half the number of attacks in main hand(round up), that means for martial classes 1 off hand attack at lvl1, 2 attacks at lvl9, 3 attacks at lvl17. tone down or split the feats so they all become half feats. you get bonus now "half-feat" at lvl 1,5,9,13,17. delete variant humans. give humans something more to be more competitive. I.E. extra 2 skills proficiencies and one extra weapon or tool proficiency. add something to intelligence that makes it worth to anyone except wizards. Like adding extra skill proficiency per point of bonus and extra language or tool proficiency per point of bonus. Magic attunement: you can be attuned to number of magic items equal to half your proficiency bonus(round down) or your charisma bonus, whichever is higher. some skill merging of not so usable/used skills; thief tools and sleight of hands are now merged into thievery: you still need to have thief tools with you to disable traps or open locks. Rogues are proficient with this skill by default. Investigation merged into perception; just to end the debate... animal handling merged into survival, Medicine skill expansion: during short rest you can tend the wounds of your party. With DC 15 medicine check you can add your proficiency bonus to any healing dice rolled for restoring HPs. With DC 25 check you add twice your proficiency bonus to any HDs rolled. OK, maybe more than one thing... [/QUOTE]
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