UngeheuerLich
Legend
Disagreed. Overlapping spell lists and maneuvers save design space.I love 5e -- it has a lot going for it as a player and as a DM. But the other thread anticipating 6e got me thinking seriously about what design aspects of 5e are actually problems.
So I felt like posting this thought exercise : if I were the lead designer, and not concerned with consensus or backwards compatibility, what would I consider needs changing to improve the game?
1. Not enough distinctiveness in the player experiences offered by the classes. Too much reliance on spells instead of giving each class unique ways to interact with the game and world. Too much overlap in spell lists. Hunter's mark never needed to be a spell, it could have been a skill-based ability triggered by stalking and studying an enemy. Weapon mastery and maneuvers could have been given to fighters only. And so on! I would redesign every core class to make its abilities serve a specific and unique play experience and trajectory, as much as possible.
I think not having them was an issue in 4e. So many maneuvers that nearly did the same thing for different classes. In the end a DM had to memorize 100 different maneuvers. Having a general list makes it way easier.
That is also an issue woth MMotU monster design. Fireballs by another name and so on.
Agreed.2. Add back choice and consequences in PC design. It is ok for a species to give an ability score penalty. It is ok if you pick a class ability from a menu that is locked in at least for a whole level, not changeable every long rest. Itbis more than ok if dumping strength cripples you in melee and spending your two high scores is an interesting choice but not an obvious one. The game is more interesting because the PCs have strengths and weaknesses, and need to rely on one another.
Locked in for a level is totally ok.
I think downtime rules should have been used to switch abilities. Not just a long rest.
Agreed.3. Surprise needs to be dangerous. If it is practically consequence-free, then you've removed one of the major functions of the exploration pillar.
But surprise already is dangerous. Maybe "surprised" should be a status which should disallow reactions before the first turn. Like flat-footed in 3e.
Agreed.4. Beef up exploration. A solid chapter in the DMG with many examples of exploration/survival challenges. Cover dungeon, wilderness, and urban exploration. Explainnhow to run them with skills, new subsystems or both, and how some class abilities can change the nature of these challenges without avoiding them altogether. For example, maybe when a ranger fails a tracking roll, they get a "no AND" result instead of a simple no. It is OK if some classes can access tasks that others can't, or obtain unique results.
That was tried in DnD next. Difficult to make it work. It was partly rejected by the community.
The whole skill systemneeds an overhaul.
I think there should mostly be proficiencies and I think they should be aquired by playing the game. Not on level up. At least partially.
If you want to learn a skill like survival, find a trainer or go out into the wild.
Agreed. All core abilities should be obtained before level 11.5. Cut down on the number of abilities acquired at higher levels. It's better to upgrade an ability, especially if it is already one if the class' core and mechanically unique ones.
Cool thread. Brainstorming is good.I could probably think of a couple of others but I think all of the above would make the game more fun for more kinds of players, and justify a new edition without changing the basic framework much.
I will add more ideas later






