Mechanics you DO want to see return

The Glen

Adventurer
Weapons mastert similar to the Master set at best, 2nd edition otherwise

Crit range and modifiers from 3rd edition to make weapons unique again

Return to 3 saving throws because right now two of them rarely get used

Skill system similar to rules cyclopedia where you gain a new skill every few levels

More fighter attacks like 3rd edition with power/trip/sunder/disarm/etc. Give fighters something to do rather than just basic attacks.

Spell disruption

Merge sorcerors into the wizard class, too much overlap as is right now

Barbarians go back to being a background or fighter archetype like a kit

Give poison teeth
 

Vael

Adventurer
I don't like Prestige classes, but I would be interested in adding another element to PCs, so some version of 4e Themes/Epic Destinies.
 

Ralif Redhammer

Adventurer
Thanks for the heads-up!

Honestly, I'm fine with a game that only goes to level 10. I find my enjoyment as a DM starts to dwindle after that.

In case you're interested, Book 1 of Into the Unknown (a B/X clone using 5e rules) has racial classes for dwarf, elf, and halfling. However, the classes currently only go up to level 10.
 

Lanefan

Victoria Rules
Another one I forgot earlier:

--- magic item properties being hard (or impossible) to determine without actually using the item and thus triggering any curses, drawbacks, or having it not work as you intended or expected. (even ye olde Identify spell shouldn't be guaranteed to get everything, or to get everything right)

This whole idea of learning everything about an item just by sitting with it for a while has to go.
 

Doc_Klueless

Doors and Corners
This whole idea of learning everything about an item just by sitting with it for a while has to go.
Yah, wasn't a big fan of it either, but I try to stay as close to RAW as possible. After 30 some years of houserules, I keep them the bare, bare minimum now. 99% of the houserules I do have, have been proposed by the players.

So I use the Variant Rule from the DMG:

Variant: More Difficult Identification
If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.

That way, I can at least point at the book and go: it's in there.
 

Saelorn

Adventurer
Another one I forgot earlier:

--- magic item properties being hard (or impossible) to determine without actually using the item and thus triggering any curses, drawbacks, or having it not work as you intended or expected. (even ye olde Identify spell shouldn't be guaranteed to get everything, or to get everything right)

This whole idea of learning everything about an item just by sitting with it for a while has to go.
I'm pretty sure that the default rule is meant to imply that you're actually picking up the item and shaking it around while trying to brute-force the command words. (Kind of like how the "don't roll if there are no consequences for failure" rule is meant to imply multiple attempts before the eventual success.)

That being the case, it would definitely trigger any sort of curse on the item.
 

Gradine

Archivist
  • Granular ability scores (so odd ability scores are no longer functionally worthless)
  • A more granular skill system (maybe not 3.X skill points, but slightly more range than not proficient/proficient/expertise)
  • 4e monster design (sans 4e's damage race mathematics)
  • Themes; I would probably replace Backgrounds with this only make it more mechanically relevant and improve over time/experience
  • Bolder/more experimental base class design from 3.X. Give me my Incarnum, my Binders, my Factotums and Archivists, my true Spell-Thieves.
  • And...
3fmiei.jpg
 
I do miss the following mechanics from the 3rd Edition rules.
  • Ability score penalties by race. Never understood why your choice of race could only make you better at something, and never worse.
  • Monster templates. This is my biggest wish for the next iteration of the game.
  • Favored Classes. It just feels weird to have multiclassing without it.
  • Exotic Weapons. I always appreciated some weapons having a learning curve, no matter what your class was.
  • Favored Weapons for clerics. I always liked the flavor they brought.
 

NotAYakk

Explorer
How about some OD&D mechanics?

HD as monster difficulty.

Attributes that don't modify to-hit or spell success chances (presumed competence).
 
I'd like to see:

Different bl/pr/sl armour values come back. I'd like the choice of weapon to be more meaningful.

Weapon-sizes. A dagger for a human should be a shortsword for a gnome and impossible to use for a pixie.
 

oreofox

Explorer
--I would love AD&D ability scores. An 18 used to be amazing, and 20 was basically unheard of. Getting those Guantlets of Ogre Power and boosting your Str to 19 was something fighters looked forward to. Now, with a 19 being no different from 18, and most fighters having a 20 in Str by the time you'd get those gauntlets, they are rather useless unless you want to give it to a wizard or cleric so they can carry more.

Sadly, to get that to work within the framework of 5e, you'd have to change so much more. You'd need a "Spell To Hit Modifier" for Wisdom, Intelligence, and Charisma stats, damage bonus for Dexterity to allow finesse weapons to work (as well as bows), and quite a bit more that my brain doesn't quite want to remember this late at night. I had honestly attempted to implement such a thing, even going to adjust all the monsters to reflect the changes to ability score modifications, but doing all that seemed a bit too ambitious.

--Also, crit modifiers for weapons again. Greatsword used to crit on a 19-20, while a greataxe gave x3 damage. Now, the greatsword is the better of the weapons because you never deal 1 damage on a die roll.

Bring back a lot of stuff from 3rd edition (damage reduction types expanded for one), as well as a lot from 2e (the ability score thing, resurrection %, system shock %). Oh, and make something similar to Pathfinder 1e's animal companion thing. And divorce ASI and feats from each other as well as from class (similar to 3e).
 

Hussar

Legend
heh. You know I have to say it.

Warlords.

Heh.

I'd also love to see Morale make a come back.

Monster creation rules a la 4e - the ability to create monsters entirely on the fly and they mechanically work was FANTASTIC.

Binders
 

Coroc

Adventurer
...
  • Ability score penalties by race. Never understood why your choice of race could only make you better at something, and never worse.
  • Monster templates. This is my biggest wish for the next iteration of the game.
  • Favored Classes. It just feels weird to have multiclassing without it.
  • Exotic Weapons. I always appreciated some weapons having a learning curve, no matter what your class was.
  • Favored Weapons for clerics. I always liked the flavor they brought.
Well that ability score thing seems to be some sort of snowflake protection for me. In the end you can build your char like you want to (with point buy). I am annoyed that mountain dwarf can be stronger than human at the start of the game. I am fine with halforc getting +2, but why the heck should Bruenor best Conan strengthwise?

I houserule this with normally only allowing hill dwarf, I love it that dwarves can have more hitpoints, big constitution that is dwarf for me, and they are a strong race but to make them stronger than human the reason for that eludes me.
 

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