"Let's Talk About How to 'Fix' D&D"
Take it to the vet?
Take it to the vet?
Well, that's one way to stop edition churn."Let's Talk About How to 'Fix' D&D"
Take it to the vet?
Well, that's one way to stop edition churn.
Some problems are systemic. I can't really fix the HP/damage bloat problem in 5e with a simple house rule.Problem: Too many people still think that playing Rules As Written is somehow the only way to play... but then get all bent out of shape when the books that are printed do not give them the rules they want.
Solution: Knock it off.
"But Ma, I saw Pa take Old Fiver out behind the barn, and Pa had his shotgun with 'im! Where's Old Fiver, Ma?!"Not necessarily.
Hasbro: "We'd like everyone to meet D&D Six! Isn't D&D Six cute? Awwww....."
Fans: "Um, wait. What's going on? What happened to 5e?"
Hasbro: {long pause} "Well, 5e is, uh, enjoying itself on a farm upstate. Now, who wants to see what tricks Six can do????"
Hybrid solution: use the constitution score (1-20) to determine base hp, and then add an amount based on class (possibly adding the class's key ability score) per level.Problem Hit Points in 5e are completely and totally dependent on your class and Constitution score . . . which makes absolutely no sense given the explanation of hit points in the PHB as being a "combination of physical and mental durability, the will to live, and luck".
Solution Part 1 (fixing the class dependence aspect of this issue) Grant players an extra hit dice based off of their race/lineage. Small races (halflings, gnomes, goblins, kobolds) would get an extra 1d6, most "medium" races would get an extra d8 (Humans, Elves, Half-Elves, Tieflings, Genasi, Satyrs, etc), the tougher Medium races would get an extra 1d10 (Dwarves, Warforged, Tortles, Half-Orcs, Firbolg, Hobgoblins, etc), and the really big ones would get an extra 1d12 (Orcs, Goliaths, Centaurs, Bugbears, etc).
Solution Part 2 (fixing the Constitution dependence aspect of this issue) Allow Hit Points to be based off of two different ability scores dependent on their class, alternating the ability score every level. This would keep people from being as SAD as can be, while having the definition of HP fit how they are calculated better.
I generally offer upgrades to major items (weapons, staves, etc) rather newer/better versions. So you don't get rid of the +1 longsword and start using a flame tongue - you upgrade the +1 longsword to do extra fire damage.My issue would be...
The attunement mechanic means that PCs end up carrying around magic items they can’t use. With the difficulty of selling items (and the difficulty of buying them) they effectively become bumpf as characters progress. This cheapens the overall value of magic items rather making them precious.
What use can the PCs have for old magic items they got at levels 3 or 4 when they are now obsolete?
For the record there is zero to nil chance of the players giving items away. They would drag it around for years unless they thought they could get value out of it.
A intentional design point in 5e with bounded accuracy was that the primary knob for how long a creature lasts is HPs, no longer with defenses as part of the mix. However, what that means is that (a) solo creatures don't last long enough because they are also designed to be non-solo creatures vs. higher level PCs. Especially with classes that can nova or still do much of their damaeg with fewer hits (SA, paladin smite, etc.)[O]ne thing in 5E that I really find to be a problem as a GM is how poorly the action economy is balanced for "solo" creatures. A PC party of 4 or 5 characters punches WAY above its weight class against solo monsters, even in Lairs and with legendary actions. A good part of this has to do with the 5E math -- solo monsters don't hit especially hard and so they aren't terrifying in that "stay away from it or you're dead!" feeling that helps keep the PCs at bay. On top of it, PCs can really pump out a lot of damage when they want to and solos, which are usually just big bags of hit points, don't last long. All that said, the fight against one massive foe is a fantasy staple and I want it to work -- and not just for epic boss battles. There's no reason a random encounter with a giant or whatever shouldn't be viable, too.
One thought I have had to fix this is to treat a big creature like a group of creatures that all stay close together. Like, if the dragon were it's head, it's tail and its torso/claw routine. So the head not only gets to act independently on its own initiative, it has its own list of abilities, its own reach and range, and its own hit point pool. The same for the other parts. But while I think it is a neat idea for a dragon, I don't know how it would translate well to a giant or other creature without lots of "interesting parts."