D&D General Design issues with 5e

Everything I said about 3e's negative level mechanics still applies.
Negative levels don't get their final and best fix until Pathfinder 1. If you fail the save to shed a temporary negative level, it just sits on you as a permanent one. No change to actual character level or accrued XPs, just a permanent negative level dragging at you until some spell comes along to fix it.
 

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Well, based upon all the responses we have seen thus far, the answer appears to be to never bother making a 6E at all because no matter what they do or what individual things they change, it will piss off over half of you, LOL! :D
The OP seems to want to make the game, in general, a little harder on the PCs. Bravo!

Most of the responses seem to want to make it easier on the PCs instead.

Isn't it already easy enough?
 



Well, based upon all the responses we have seen thus far, the answer appears to be to never bother making a 6E at all because no matter what they do or what individual things they change, it will piss off over half of you, LOL! :D
by not making a 6e they will accomplish that too over the long run, so they can only hope to attract new players faster than the stagnation makes them lose existing ones
 

-Skill system needs a mild rework, the conglomerate skill of Athletics should be broken up. Every class should get at least one Expertise
-Saves need to scale properly on both PC and monster sides. Mearls mentioned the saving throw bug and it should be fixed
-One monster per PC encounter building would be great, current encounter guidelines are bad. Yes even the 2024 ones
-Wizard needs to be encouraged to pick certain spells by subclass, instead of having access to the entire wizard spell list no matter what. Bring back Dread Necromancer and Warmage style design!
-Agree on the basic combat options available to everyone should get expanded.
-There are no Feats for a weapon and shield, a whip, or a one-handed weapon with a free other hand. Or bows.
-About 30% of all spells could be deleted or made into magic items
-More spells specific per class, especially Sorcerer
-I feel like there should be elemental spells, at least one per level, of all element types. Trying to play anything other than a fire wizard in 5e is kind of a pain
-Starting ability scores should be locked to 15(+2) or lower instead of 16(+3)

Sacred Cow Slaughter:
-Cap every caster at 7th level spells. Higher are found only in magic items
-Move casters to mana instead of slots
-Remove ability scores and only list ability modifiers, as PF2e did
-Monster PCs. Like full vampire, werewolf, fey, etc. Race-locked subclasses built around this. For example, Barbarian Path of the Lycan
-Bonus Actions and Reactions should use the same resource, not separate. Main action, movement, and you have to choose one or the other per turn. Speeds up combat.
-Spellcasting should start at level 3 for everyone, before that Cantrips only
-Rangers should be 1/4 casters

Foundationist Reversion:
-Dwarves cannot cast non-Divine magic.
-Elves have -1 Strength and start with extra mana
-Short races cannot use Heavy weapons
-Barbarians can not have above 6 (-2) intelligence
-Bring back Mystara as the default setting
-Reduced HP scaling for above 10th level characters, based on class
-Half the spells learned by casters should be found as loot, not automatically learned. Then you could have Rare versions and variants of spells
 


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