Aldarc
Legend
Something closer to 4e:
I would also like spell levels cleaned up a bit so they are a little more user-friendly. By that I mean that spells go from 0 to 9th level, which is not intuitive across 20 levels of gameplay for most new players UNLESS you are so used to D&D's oddities. So I would potentially like to see spells go from 1st to 10th level OR have spells cap at 5th level and everything above 5th level spells are Rituals.
- possibly replacing squares/feet with more abstract distances: e.g., close, near, far, zones, etc.
- Defenses instead of Saving Throws
- Separating spells between Cantrips, Spells, and (out of combat) Rituals
- Rituals requiring skill checks, multiple people, or healing surges (see below) to perform
- Healing Surges instead of Hit Dice - but rename that to Vitality/Energy or something
- Warlord/Marshal
- Psionics: a forethought part of design rather than an afterthought
- Class "power sources" that are thematically tied to the D&D multiverse: e.g., martial, arcane, primal, divine, psionic, etc.
- Mechanically interesting monster design that is easy to run for GMs that amounts to more than HP bloat
- Per Encounter/Scene-based design rather than Per Day/Long Rest-based design.
I would also like spell levels cleaned up a bit so they are a little more user-friendly. By that I mean that spells go from 0 to 9th level, which is not intuitive across 20 levels of gameplay for most new players UNLESS you are so used to D&D's oddities. So I would potentially like to see spells go from 1st to 10th level OR have spells cap at 5th level and everything above 5th level spells are Rituals.