Hiya!
First, the best thing about 5e is that it is
dirt simple to add/subtract or otherwise modify rules. Very modular in design and easy to manipulate. So, that said...
That part I understand, which is why I'm not completely opposed to the idea. I just feel that the mechanic itself severely penalizes disadvantaged players by moving the chance for a critical success further out of reach in a way that flat bonuses/penalties never would.
Easy to simply house rule that Disadvantage doesn't count if your first roll is a 20. So, if you have Disadvantage and your roll a 12 and 20, you use the 12; but if you roll a 20 first, you don't roll again...you got a 20. This will not really do anything to the system at ALL. Enjoy!
So if I were to limit which subclasses can be taken, or limit the number of players that can take magical subclasses, are there still enough choices and variety to go around? Or will I be cutting out a significant portion of the choices available and leaving each class with (for example) only one subclass to choose?
A bit more tricky, but you could probably change a lot of stuff into more mundane things. For example, in stead of a character class being able to case
darkness once per day...you could rework that to be that they know how to create a "smoke bomb" type egg-shell grenade that gives them the same effect as the
darkness spell.
That said, the system is well balanced enough that just outright nixing these magical powers isn't likely to derail much...especially if you have a restricted magic world to begin with (e.g., wizards aren't going to suddenly be "overpowered" because they can cast magic....as wizards will be so rare and other things that it makes sense for your world and all the players will probably accept it without question).
I probably am, which is why I ask. What I've read so far hasn't been entirely clear on what exactly constitutes and advantage or disadvantage (although it does seem that there can be many factors).
Thanks for the response!
As some have said, there are certain situations and whatnot that specifically impose Adv/Disadv. The DM is also free to use this mechanic when he wants to ...such as when there are obviously a lot of things in favor of the character; easy enough to not bother trying to figure out all the little +1's and +2's, then the -1's, -2's, etc..., and just say "You can roll with Advantage". Much faster and me and my players seem to really enjoy it. One player, a fairly heavy 3.x/PF proponent of the past just last session said "Y'know...I *really* like not having to worry about all the bonuses and penalties and just go with Advantage or Disadvantage. So much faster, easier and exciting!".
Personally, I use Adv/Disadv more often than in the rules. If it's a simple thing, I'll go with a +/- to the DC I was thinking about (typically 10; 5 for easy, 15 when there are more than two or three 'difficulties'; rarely 20 or higher). But if there are a few things I can think of instantly..."
You want to climb the wall of the inn to get on top of the roof? Ok...it's night, raining, kinda cold, mossy, ...never mind...ok, roll with Disadvantage; DC 15."
Once you get the hang of it and a feel for the numbers (low, btw), I'm certain you'll find your games running fast, loose, smooth and exciting!
^_^
Paul L. Ming