Mechanics you DO want to see return

Sacrosanct

Legend
You said keep it at a minimum, so don't come here expressing horror that someone took "at a minimum" as "at a minimum", not "BE SILENT ROGUES, LEST I TAKE YOUR TONGUES!", which I guess is what you meant?

In any other thread I'd have done a multi-paragraph takedown of every one of those systems and why they're gone, but you asked me not to, and so I didn't, and you're still complaining? Astonishing. Next time ban what mean to be banned, or don't complain.

Plus the Halfling thing is so ridiculous it deserves to be ridiculed. The whole position of "16 STR = fine, 18 = STR = TOTAL MADNESS!" is just beyond belief. It's not Bad Wrong Fun. It's just bizarre. Level drain, now that's Bad Wrong Fun but I didn't go into that and won't.
when someone says to keep something at a minimum, that’s a phrase that is a polite way of saying to avoid it. And yet you couldn’t help yourself. And now here you are doubling down on your passive aggressive accusations of badwrong fun with a heavy dose of hyperbole. Thanks for showing why we can’t have nice things. Are you physically incapable of just ignoring something you dont agree with and must point out to others how they are simply crazy for having a certain preference?
 

Ruin Explorer

Adventurer
I feel like you're more the problem here than I am, but okay. I literally deleted a two paragraph post about the problems inherent to save-or-die, and you want to complain at me repeatedly. Maybe drop it? I have.
 

Sacrosanct

Legend
Your multi paragraph complaint sure didn’t seem like you dropped it. I had asked you politely to stop accusing others of badwrong fun and you doubled down. If you can’t help yourself but to keep telling people how their preferences are wrong, take it to another thread. It’s noted how you insult me and tell me not to respond. How convenient for you. Here’s hoping you do, in fact, drop it.
 
Forgot a big one:

--- negative hit points, with unconsciousness at 0 and death at -10
I dm 3 and 3.5 and have a house variant of negative hit points that i use.

Level + con mod (only once) + (1 times n where n is the number on a number line starting at 1 that your smallest hd size would be associated with if hd sizes were placed on a number line starting at 1)

So to give an example, a human druid 1/barbar 5 with con of 16 would die automatically at:

-6 -3 -3 = -12

Negative con mods do apply for the record
 

Uller

Explorer
Mechanics that make it difficult or impossible for low level parties to damage certain monsters. Real resistances that require special items or spells to get around. A werewolf is just not that frightening if it can be damaged with a mundane weapon. A vampire spawn is just not too scary if Sacred Flame can shut down its regeneration.
 

cbwjm

I can add a custom title.
Oh man, I forgot varied resistances like in 3e and 4e. Perhaps something like 5 points per tier. I'd like to see some creatures just take no damage from a weak effect but still have to worry a bit about more powerful effects.
 

teitan

Explorer
I'd like to see leveling up slow down as a default. I get that I can control that as a DM but the default style is very rapidly through 1-3 level then its a creep. I would like to see it leveled out a bit more similar to Pathfinder and 3.5. The trend has been to faster leveling with each edition after 2e and I understand why. That was something I appreciated in PF1 was the variant leveling rate rules. Some players don't like milestone leveling and really enjoy watching their experience points climb and milestones take that away. Leveling out the XP charts would also help to eliminate that "cheap" or "easy" feeling of low levels.
 

doctorbadwolf

Heretic of The Seventh Circle
4e style encounter and monster building.

Defenses in place of saves, even just as an optional variant.

Multiclassing feats.

Separate feat and ASI progression, with ASI unbound from class.

Themes. Could probably be done as feats, in an optional module that clearly states that Theme feats are exclusive (you can only take 1), and are more powerful than the standard feats but also work differently, giving you small features over the course of several levels.

Epic play as a layer you add over the existing game (another 4e thing, because that is really what epic destinies are).

Expanded Alchemy, crafting, magic items, and rituals.

Knowledge skills doing useful things explicitly, like Arcana allowing you to mess around with a portal or shut down a magical trap.

Spell interruption. Hell, I'd even take a fighting style that lets you spend a bonus action to threaten a spell caster, so you get to smack them if they cast, and they have to save in order to keep the spell. Word it so that any time you attack a spellcaster as a reaction while they are casting a spell, it interrupts their spellcasting rather than occurring after the spell is cast. This way it stacks with Mage Slayer.

Bard Songs. Could be brought back as spells, or as a subclass, or a variant of Bard Inspiration, but I want bards to be able to sing an aura into existence that buffs their allies and/or debuffs enemies, or enchants a group of people, or whatever. 4e has a few really good bard powers that do this sort of thing, but it's just absent from 5e and that really sucks.
 

Lanefan

Victoria Rules
I'd like to see leveling up slow down as a default. I get that I can control that as a DM but the default style is very rapidly through 1-3 level then its a creep. I would like to see it leveled out a bit more similar to Pathfinder and 3.5. The trend has been to faster leveling with each edition after 2e and I understand why. That was something I appreciated in PF1 was the variant leveling rate rules. Some players don't like milestone leveling and really enjoy watching their experience points climb and milestones take that away. Leveling out the XP charts would also help to eliminate that "cheap" or "easy" feeling of low levels.
It can make the campaign last longer too: slow advancement leaves more time and headroom before hitting the "level cap" after which the game design (in all editions) gets a bit wiggy.
 

Coroc

Adventurer
I'd love to see a Race-as-Class option for 5e. Like, let me play the dwarfiest dwarf. Extra stonecunning at higher levels (something like a passive perception), immunity to poison, and maybe even a return of the old dwarven bonuses to saves vs. magic.
You can do that, Take a dwarf fighter champion give him a d12 hit die instead of the +2 to strength or +1 to wis, give resistance to poison (they never had immunity), and eventually advantage vs. magic but if you do the latter then magic items have some chance not to work for him

An eldritch knight elf = Elf class
For the Halfling class Take a Halfling fighter and give him the criminal background

There, done with just some optimizing for your dwarf.
 

LuisCarlos17f

Adventurer
I miss the martial adepts and the martial maneuvers from "Tome of Battle: Book of Nine Swords", and the Vestiges with the pact magic.

I loved the concept of template/monster/racial/parangon class.

I liked some ideas from "Magic of Incarnum" but it would need a lot of work for the remake.

The single-use magic item as runes, tattoos or talismans should come back.
 

Ruin Explorer

Adventurer
4e style encounter and monster building.
All your suggestions are good but I'd kill for this. 5E is weak on monster-building and encounter design. A cynical part of my mind thinks this is to try to "encourage" us to buy official adventures, which are full of this stuff (as Beyond shoves in your face constantly and obnoxiously), but I the rational part says its actually just casualty of early 5Es approach to monster design, and lack of interest in strong encounter grading.

I will say this - 5E does better than 3E. If you use the easy through deadly stuff in 5E,it won't help much but it won't actively mislead. Whereas 3.XEs system was so profoundly borked that it actively lied to you.

But 4E worked so well here. It was so easy with the DDI to take a monster, re-brand it, literally take abilities from other monsters, and so on. And then the encounter calc was generally very very close in terms of how an combat would likely play out.

I'd also like to see Skill Challenges come back, in a much revised and expanded form.
 

doctorbadwolf

Heretic of The Seventh Circle
All your suggestions are good but I'd kill for this. 5E is weak on monster-building and encounter design. A cynical part of my mind thinks this is to try to "encourage" us to buy official adventures, which are full of this stuff (as Beyond shoves in your face constantly and obnoxiously), but I the rational part says its actually just casualty of early 5Es approach to monster design, and lack of interest in strong encounter grading.

I will say this - 5E does better than 3E. If you use the easy through deadly stuff in 5E,it won't help much but it won't actively mislead. Whereas 3.XEs system was so profoundly borked that it actively lied to you.

But 4E worked so well here. It was so easy with the DDI to take a monster, re-brand it, literally take abilities from other monsters, and so on. And then the encounter calc was generally very very close in terms of how an combat would likely play out.

I'd also like to see Skill Challenges come back, in a much revised and expanded form.
Agreed. 100%. I should have also listed skill challenges, as well.
 

reelo

Explorer
Has this been mentioned yet?
Fireball blowback and destroying treasure.

Back in AD&D a fireball filled 33000 cubic feet, no matter what. Cast it in a long corridor and it might kill the party. Also, it destroyed all treasure. These two drawbacks are the reason why such a powerful spell was "only" level 3.
Once those two things were dropped, fireball was way overpowered and lost all tactics.
 

Oofta

Title? I don't need no stinkin' title.
Has this been mentioned yet?
Fireball blowback and destroying treasure.

Back in AD&D a fireball filled 33000 cubic feet, no matter what. Cast it in a long corridor and it might kill the party. Also, it destroyed all treasure. These two drawbacks are the reason why such a powerful spell was "only" level 3.
Once those two things were dropped, fireball was way overpowered and lost all tactics.
Not to mention bouncing lightning bolts. :)

The only problem was calculating volume, but it did put it more in the realm of battlefield spell.
 

Istbor

Explorer
I want shields as a weapon that was tooled around with in the playtest.

Why for so long, has there been this reluctance to let a sword and board bash with the heavy wooden or metal object in his/her offhand?

They came so close in 5e from fulfilling something I have wanted for what seems like forever.
 

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