Don Durito
Hero
5E's skill system works best if you never use it for anything important.
Funny, but narrating success or failure to make sure the important uses of skills go the right way is using the 5e skill system.5E's skill system works best if you never use it for anything important.
5th edition does a lot of things right. Curious to hear what peoples' biggest issues are with it.
1. HP scaling is an issue as I think you start with too few and end up with too many. The should have normalized starting HP and per level growth a bit better.
2. Subclasses are great, but I think there's been an over-reliance on them as expansions to character options, and I'm a bit disappointed there are no "multiclassing" rules around them.
3. In general, they have been a bit too conservative. As an example, the D&D cleric is really overdue for an overhaul so it can properly be broad enough to incorporate a wide range of priestly archetypes the way the other 3 core classes can within their archetypal domains. This is part of the reason why people question the existence of classes like Paladin and Ranger.
3. Inspiration is an interesting idea that is very wonky in its execution. I've gone through several different iterations of it to try to make it work better and have a more significant and consistent place at the table.
4. The ability scores are still not balanced well, and don't offer enough to PCs outside of what they do for your class. All ability scores should have significant class-agnostic secondary benefits the way Con does. There's too much of a "stock build" issue for each class as it is, leading to too little diversity between characters and making character building feel shallower than it needs to.
It might be an issue if the wizard were spending those ASIs to compete with the rogue. But that's not the case. Intelligence is the wizard's prime attribute. It's his most important stat. Hence, the wizard is going to be increasing his Int regardless (much like the Rogue is more likely than not investing some of those ASIs into raising Dexterity).The wizard in that example spent a bunch of ASIs on +1 int, the rogue still has 10 int & a bunch of different ASIs or feats at their disposal. If the rogue had been 8 int dumpstat they would be even with the wizard who devoted everything to advancing arcana via int boosts. In the past there were more skills & synergy bonuses that mitigated the ability of a skillmonkey character to meet & exceed the specialized character's more narrow focus.
I know you edited this out but someone quoted it from before your edit. I have to say i agree with this more aggressive stance. It feels at times that 5e just wants to punish you for having an imagination or being smart IRL by hurting these two scores as they would allow you to use your brain to come up with creative solutions in game. Aparently there is a known restriction on using knowledge mid battle. As if during fighting your iq inexplicably drops. Many other issues with int and wis too. That was just my example.4. The ability scores are still not balanced well, and don't offer enough to PCs outside of what they do for your class. Ability score choices should be impactful for all PCs with a complex set of tradeoffs. There should be good, tangible benefits to playing a high Intelligence PC of any class. Where's a tactics skill? All ability scores should offer secondary benefits to any character that are equivalent to what Con offers.
Funny you mention stealth. an 8 dex bard with expertise in stealth meets & beats a 15-20 dex ranger proficient in stealth at the same points laid out earlier even while in a forest/desert/grassland/etc.It might be an issue if the wizard were spending those ASIs to compete with the rogue. But that's not the case. Intelligence is the wizard's prime attribute. It's his most important stat. Hence, the wizard is going to be increasing his Int regardless (much like the Rogue is more likely than not investing some of those ASIs into raising Dexterity).
Not to mention that this hypothetical rogue invested something far more significant in being able to compete with the wizard in Arcana. One of his limited expertise slots that would have likely been better spent on something like stealth or thieves tools (the stuff that rogues actually use with regularity). But maybe this oddball rogue is a specialist in stealing from mages. That kind of rogue should be expected to be at least as knowledgeable as a wizard in matters arcane, else he wouldn't be long for this world.
No he shouldnt. He should very specifically be expected to be LESS knowledgeable than a wizard in matters arcane. If its not the case it should be a surprise albeit not a big one but the definite default assumption is opposite what you claim.That kind of rogue should be expected to be at least as knowledgeable as a wizard in matters arcane
I'd rather see metagame mechanics like this disappear completely.We've literally never used inspiration.
I would prefer something like Savage World's bennies or 2d20 Conan's fortune instead, where players get use-it-or-lose points to use every game session. Imagine giving every player the Lucky feat, except they get 3 luck points every game session instead of every in-game day.
Where I think six is not enough. Each of the current stats can quite reasonably be divided into two parts. Then at roll-up, for each pair you ROLL (none of this point-buy or array stuff) 4d6-take-3 twice, where one goes into one side of that stat and the other goes into the other. For example what's now Strength would break into Strength and Brawn; you'd roll 4d6 twice and put one result into each. Repeat for each pair of stats; after which you can switch one (and only one) complete pair with another.I agree. The game would be a significantly better game if the stats were: Brawn, Agility, Intellect, and Personality. Four saves would be better than six. Six is far too many.
Keep on preaching this from the highest mountain you can find!!!!My criticisms:
1. I'm not a fan of a la carte multiclassing. I think it undermines the class system, and I think D&D is best as a strong class-based RPG. It's fine if you like modular or classless RPGs, but that's never going to be D&D. I think a la carte multiclassing encourages players to think about mechanics in lieu of narrative. It leads to the tail wagging the dog where the mechanics drive the character instead of the story. I understand why people like games that do that, but I don't think that it necessarily leads to a better roleplaying game experience. It doesn't help that I think most classes are largely mechanically terrible above level 10.
The answer is both simple and a bit complex at the same time: do away with additive levels and have levels in each class advance independently, at whatever ratio the player desires.3. I am a fan of hybrid multiclassing. I like the idea of blending two classes together, I just want it to result in a holistic character rather than Johnny Fighter suddenly waking up with a spellbook or holy symbol and being something new. I have my own ideas what it would look like, but, unfortunately none of them are nearly as simple as a la carte multiclassing. I don't know what an official version would look like, but I'd like to see it. I understand that I am somewhat anachronistic in this position.
Resting in 5e is its own special case...4. I don't like that there are classes that require short rests.
Both of these are good enough mechanics in themselves but - like advantage/disadvantage - they get massively overused. It's a designer thing: come up with a good mechanic and then shoehorn it into everything even if it doesn't work there.5. I think Concentration is too punitive.
6. I think either too many magic items require attunement
In an old-school game where characters are a bit more fragile at all levels, this would be correct: not having a shiled to give you some extra AC makes you much more vulnerable thus making it a serious choice as to whether to go with two weapons or sword-and-board. But in 4e-5e where everyone has bags of hit points and so taking damage isn't so much of an issue, the loss of defense from not having a shield is way more than made up for by the increased damage output from a second weapon - the choice is really no choice at all. Thus, they needed to find a way to rein in TWF somehow, and this was their solution.11. Two weapon fighting should not require a bonus action to make the off hand attack.
I think they toned down surprise to avoid parties getting half-wasted before they could react; which is kind of a shame in some ways as it also means a careful party can't do the same to their foes. You're quite right: the surprise round works just fine 99% of the time.13. Surprise is needlessly complicated. For real, the surprise round was not that complicated. For how often surprise actually comes up, it's not worth being that fiddley about it.
Stealth and hiding have some glaring holes in their rules, so "Do what makes logical sense" is still what it comes down to anyway.14. The stealth and hiding rules should not say - in so many words - "Do what makes logical sense," and then the game gives out abilities that make no logical sense like Halfling Naturally Stealthy.
The 5e play-loop also suggests, indirectly, a solution, in that you can stick to the Goal & Approach style, and insist no on ever call out a roll, but describe an actual action they're doing. That cuts down on piling on, because it can get implausible pretty quickly, and players realize that when they try to come up with approaches to pile on. But, also, 5e hasn't thrown away Group Checks, so that option remains open, as well.![]()
Arcane Tricksters come to mind.No he shouldnt. He should very specifically be expected to be LESS knowledgeable than a wizard in matters arcane. If its not the case it should be a surprise albeit not a big one but the definite default assumption is opposite what you claim.
5e skills are horribly screwed up. This is one of the areas that really shows how incompetantly 5e's skills system is designed. Wizards shouldnt be outpaced by rogues so easily in arcana. Come on.