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Design issues with 5e
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<blockquote data-quote="Steady Vane" data-source="post: 9873714" data-attributes="member: 7051331"><p>-Skill system needs a mild rework, the conglomerate skill of Athletics should be broken up. Every class should get at least one Expertise</p><p>-Saves need to scale properly on both PC and monster sides. Mearls mentioned the saving throw bug and it should be fixed</p><p>-One monster per PC encounter building would be great, current encounter guidelines are bad. Yes even the 2024 ones</p><p>-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!</p><p>-Agree on the basic combat options available to everyone should get expanded.</p><p>-There are no Feats for a weapon and shield, a whip, or a one-handed weapon with a free other hand. Or bows.</p><p>-About 30% of all spells could be deleted or made into magic items</p><p>-More spells specific per class, especially Sorcerer</p><p>-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</p><p>-Starting ability scores should be locked to 15(+2) or lower instead of 16(+3)</p><p></p><p>Sacred Cow Slaughter:</p><p>-Cap every caster at 7th level spells. Higher are found only in magic items</p><p>-Move casters to mana instead of slots</p><p>-Remove ability scores and only list ability modifiers, as PF2e did</p><p>-Monster PCs. Like full vampire, werewolf, fey, etc. Race-locked subclasses built around this. For example, Barbarian Path of the Lycan</p><p>-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.</p><p>-Spellcasting should start at level 3 for everyone, before that Cantrips only</p><p>-Rangers should be 1/4 casters</p><p></p><p>Foundationist Reversion:</p><p>-Dwarves cannot cast non-Divine magic.</p><p>-Elves have -1 Strength and start with extra mana</p><p>-Short races <em>cannot</em> use Heavy weapons</p><p>-Barbarians can not have above 6 (-2) intelligence</p><p>-Bring back Mystara as the default setting</p><p>-Reduced HP scaling for above 10th level characters, based on class</p><p>-Half the spells learned by casters should be found as loot, not automatically learned. Then you could have Rare versions and variants of spells</p></blockquote><p></p>
[QUOTE="Steady Vane, post: 9873714, member: 7051331"] -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 [I]cannot[/I] 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 [/QUOTE]
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