D&D 5E Improving Class Mechanics

Paul Smart

Explorer
Hi everyone. I have another thread going about Best designed classes but that one has gone off the rails, so I am starting a new one.

I have a few questions.

1) Looking at the classes published so far, what do you think of the mechanics? Which ones do you think are good and which ones do you think are bad? Why?

2) How would you improve the class mechanics for each of the classes?

We will start with the 1st class in the Players Handbook, the Barbarian.

For example:

Rage is a good mechanic for the Barbarian because Y
Frenzie is not a good mechanic because B

A good way to improve the Barbarian is giving it Action Surge from the Fighter class because C.
 

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Smite is a good mechanic because it allows the Paladin's spells to be incorporated into their Damage balance no matter their spell choice. They then have a playstyle decision between using spell slots for smites and damage or utility.

Smite is flawed because it can be used each and every attack that hits, and it can be stacked with other smite spells. A 5th level Paladin can tear through 3 spell slots a round if they hit with both attacks. Novas like this drain the party for the rest of the day and can turn climactic encounters into trivial speed bumps.

Changing smite to require a bonus action and work on the next attack that hits would be a way to prevent novas, but it may hurt the paladin's style.


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