Greatwyrm
Been here a while...
Modularity
I've seen a lot of discussion the last few days that boils down to "I hate rule X and they need to fix that." Hit dice have gotten a lot of that attention, along with advantage, saving throws, and others as well. What's getting lost here is one of the core design goals has been the ability to make the game what you want it to be.
In other words, being easy to house-rule was a goal. Modularity.
Think there's too much healing in DNDN? Drop in the 2e natural healing rules instead. It probably won't break anything else. Hit dice for healing is too weenie? Maximize them instead of rolling. Use healing surges instead. You can make any of those changes without really impacting any other core rule mechanic.
If you can say at any point "they should to it this way instead", you just fixed it for your house.
I've seen a lot of discussion the last few days that boils down to "I hate rule X and they need to fix that." Hit dice have gotten a lot of that attention, along with advantage, saving throws, and others as well. What's getting lost here is one of the core design goals has been the ability to make the game what you want it to be.
In other words, being easy to house-rule was a goal. Modularity.
Think there's too much healing in DNDN? Drop in the 2e natural healing rules instead. It probably won't break anything else. Hit dice for healing is too weenie? Maximize them instead of rolling. Use healing surges instead. You can make any of those changes without really impacting any other core rule mechanic.
If you can say at any point "they should to it this way instead", you just fixed it for your house.