Sonofapreacherman
Explorer
It's like we've met some place before Cole, or on some other message board thread.For the first time in the history of the internet, I agree with every point Sonofapreacherman made.
It's like we've met some place before Cole, or on some other message board thread.For the first time in the history of the internet, I agree with every point Sonofapreacherman made.
Fighter
Great Weapon Fighting. Treat 1 and 2 as 3 instead of re-rolling 1 and 2. Otherwise the 2d6 weapon damages are vastly superior to the 1d12 weapon damages.
There are a lot of little things about the new edition I could grump about, but the single biggest thing which is essentially a deal breaker?
Spellcasters are going to stomp all over martial classes, just like 3.5.
I disagree with nearly every one of your changes.But I think it's a great set of houserules. I'm kind of tempted by the CON for death saving throws myself.
Nah, they're fine the way they're doing it. People like the idea of optional feats, even if many don't.Feats
Your proposed change makes it worse, as others have said. This problem is better solved by simplifying the weapon list, which I agree with you about. Or just allow a greataxe to do 2d6. But if you really want to fix the math, an entirely different mechanic will be needed.Great Weapon Fighting.
...is fine. Don't take away the tiny amount of love shield fighters get!Protection fighting style with a shield
Also fine. This is a personal preference, not a mechanical problem. Also I figured it's part of how they are making fighters not suck vs. casters.Second Wind of fighters
Seems like a rare corner case, but sure, that's odd. Might as well count this as a "houserule if needed."Sneak Attack works with a thrown Strength attack
Wow, so Potent Cantrip is 100% useless - that is a good catch. Since cantrips are so junky anyway something big could certainly stand to be done here. Damage on a miss makes everything into Magic Missile, so I don't think I'd do that, but maybe just add more damage or something? But yeah, something needs to happen here, definitely.Potent Cantrip
Not even sure why this is useful. It's just semantics.Switch the crowning 20th level class power to an ability score increase/feat
Yeah I think they'd rather give them +2 Str (bounded) than the +1 AC (unbounded). Also the proficiency being so poor is why they get the +2 Str, I think.Mountain dwarf +2 Strength
Medicine should 100% be wrapped up in Survival. It does allow you to identify a disease, which is nice, and I thought it could help when you're making saves against disease and poison? Maybe I made that up. Anyway, the skill list is too long and this is one that could go, easy.Medicine is still a useless skill
100% agree. This cantrip should either be a bonus action or have 30' range. Given that making it a bonus action would make death saving throws almost pointless, range sounds more appropriate; maybe 20'?the standard action cantrip Spare the Dying a poor choice (unless changed to a bonus action or given a range)
Meh. Fewer options are better, so I don't mind what they deleted. Padded being bad for Stealth is hilariously silly but it will 100% never come up anyway.Armour
100% agreed! The weapon chart is way too long; they should have had groups of weapons that include X, Y, and Z and they all do XdX damage. The separation seems to be done exclusively for the piercing/bludgeoning/slashing thing, which is a little cumbersome but whatever. In the end I plan on letting any weapon do the same damage as any other reasonably similar weapon. I have a player that LOVES axes and I am not gonna make him use a greatsword just because greataxes are traps; the greataxe will just do the same damage as whatever is the best two-handed non-reach weapon. Easy to houserule, and some people like their endless pointless weapon charts complete with traps, so whatever.So many pointless or redundant weapons
I guess some people like it? Everyone else will ignore them. Possibly everyone.Did we really need V, S, and M again?
Honestly this I am ok with. It's basically a magic item tax; you pay 100g to protect you from bad items and the like. The spell's effect is so good (and so much faster and more complete than "experimenting with it") that I'm ok with this. Plus it makes low-level parties more wary.100 gp for Identify?
Ok yeah that's stupid. GONE.100 gp for Stoneskin?
Eh, simple to houserule, and the way it is now it gives you more of a reason to train.Languages
This I completely disagree with. 15 max is PERFECT: DO NOT CHANGE. When the best stat you can start with is 16 (because 17 is a trap) that is WAY better and actually encourages variant builds instead of 100% the same builds. Allowing higher stats just means you will min/max them. Max 15 on point buys was brilliant.Ability Scores
We will also be doing this, probably. It's actually much more intuitive when you're used to counting bonuses. I can see the counterpoint - that people will nitpick what counts and what doesn't - but people will do that anyway just to grab a single disadvantage for the enemy (or advantage for them) to cancel out bad situations. Thankfully painless to houserule.Advantage and Disadvantage
Don't need it. Move/attack/move. All charge did was bring up rule discussions.the charge action
Yeah, I'm not sure why they DON'T work this way, other than it's just plain simpler for everyone if all you have to remember is "10." I think this is one we'll play with and if it gets to be annoying we will houserule, but it's a small factor either way. Oh, and it also means negative Con mods are extra horrid, which you may or may not like.Constitution bonus on death saving throws.
Not really a big problem because these rules are not really useful regardless. They had to put something in the book so they went with something easy to remember. Nearly everyone will continue to ignore them anyway.Encumbrance
So... you want things exactly the way they are now, but with the words "optional rule" deleted.Feats are a good example. Instead of making them a variant rule, make them core, but preserve the choice that is being suggested now. If you want them, you can have them. If you don't, you can take an ability score bonus. That way people who want complexity can have it (without any variant rule restrictions), and people that don't can abstain. You can even have both types of people playing at the same table in the same party.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.