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D&D 5E Revised core book wishlist

overgeeked

B/X Known World
WotC confirmed updated core books in 2024. They say they will be fully backward compatible.

So what do you want updated in the new core books?
 

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vincegetorix

Jewel of the North
Quite a few things, most of them being quality of life changes:
  • Classic races as lineages
  • Classes with features usage based of proficiency bonus
  • Extra attack/War magic changed to the ''Bladesinger's standard''.
  • Modifying the summon spells to be closer to Tasha's.
  • Give clerics, druids and bards a few more attack cantrips, maybe based on 4e at-wills.
  • Incorporate the optional features of Tasha's in the core classes.
  • Rebalancing the 4 elements monks!
  • Monsters with more buttons to push.
  • Monsters that actually use the resistance/vulnerable mechanics
  • DMG with exploration rules
 



doctorbadwolf

Heretic of The Seventh Circle
Quite a few things, most of them being quality of life changes:
  • Classic races as lineages
Not sure what you mean by this? The Tasha's rules pretty much accomplishes this, so do you just mean that you want them formatted like post tasha's races? if so, I think that is nearly inevitable.
  • Classes with features usage based of proficiency bonus
  • Extra attack/War magic changed to the ''Bladesinger's standard''.
I hope if they update the EK, they don't just copy-paste what the Bladesinger does.
  • Modifying the summon spells to be closer to Tasha's.
Oh please no. Having both is good.

Most of the rest I agree with.


My own list is probably pretty idosyncratic and largely unlikely to happen.
  • Update the Wizard to spread their high level features out amongst more levels, making the class more feature rich and evocative at a lower level. Update the PHB Traditions to have more punch, bringing the weaker ones up to the level of Evocation and Divination at low levels.
  • Update Ranger to have a spellcasting alternative in the PHB, or a non-spell option to spend spell slots on. Give each favored terrain a feature that is generally useful and add the deft explorer features on top of that, even if that means spreading them out a bit more. The Ranger can be like the monk and have base features at 3 and 4.
  • Update the Monk with all the Tasha's stuff, but increase the healing from the healing ki feature. Reduce cost of Elemental Disciplines to 1 ki/level like the spells in every other Monk subclass, and make some of them doable in place of an attack or as a bonus action, turn others into additions to flurry of blows and other base class ki abilities, more in line with how later monks are built. eg, drunken master gets a disengage any time it uses flurry, no reason the movement disciplines can't be usable any time you use Step of The Wind. When you use flurry of blows, you can choose to instead force all creatues within a 15ft cone make a dex save or take X fire damage. When you use FOB, you can choose to make all your attacks until the end of your next turn deal additional fire, cold, thunder, or lightning, damage equal to your wisdom modifier. ETC.
    • Give Base monk more basic ki features that look to a wider range of concepts, like a feat of strength ability, an ability to throw things incredible distance, etc.
    • If a bigger revision is in order, focus the monk more on being a mystic than on being a martial artist. Martial artist isn't a class concept, it's a thing multiple classes should have access to. The monk's niche is "mystic/sacred/esoteric warrior".
  • Better and more advice in all three core books for playing and running the game and making it your own.
 

AcererakTriple6

Autistic DM (he/him)
Making all races be Tasha's-style (no cultural characteristics in the races).
Turning all Planetouched into Lineages, a la the Gothic Lineages from Van Richten's Guide to Ravenloft (Tieflings, Genasi, Aasimar, etc).
Fixing the broken subclasses (4 Elements Monks, for example).
Expand upon Backgrounds mechanically and thematically (probably to fit the cultural features and proficiencies in them).
Allow for innate spells (either from race/lineage or feats) to be cast using your own spell slots.
Balance the feats. No more "you chose Linguist instead of Polearm Master?!?!" problems. (Preferably give more feats to the players, too.)
Make Druids choose a stat block that's included in their class features to Wild Shape into, instead of having to search through the Monster Manual and similar sources.
Give the Tasha's optional class features to the classes (and probably give more class features that give meaningful player choices when creating their character, like how Warlocks have Pact Boons and Eldritch Invocations).
Include Artificers in the PHB, and give it as many subclasses as the rest of the classes get (no more Wizards and Clerics with 7-8 subclasses when Sorcerers, Bards, Barbarians, Druids, and Rangers only get 2 subclasses!).
Give each class that has spellcasting more unique spells (imagine an AoE-version of Chaos Bolt for Sorcerers, more Songs for Bards, inventing spells for Artificers, etc).
Make tools actually matter in the PHB.
Include stat blocks for Vehicles. (Maybe even a section for Spelljamming ships in the DMG, near the Laser Pistols and Antimatter Rifles!)
Revise magic items to actually be interesting and factored into the math of the game.
More interesting weapon and armor choices, instead of just "oh, I just got enough gold to get the superior-in-every-way Light/Medium/Heavy Armor! I guess I'll buy (and use) that!"
A Psion class!
A Martial, Arcane Half-Caster (like an Arcane version of a Paladin or Ranger)!
Fixing Action Economy!
Mythic Monsters in the Monster Manual. (Mythic Tarrasque, anyone?)
I could go on and on and on.
 

  • Reworking racial ASI to fit the new mold (+2/+1 or +1/+1/+1), rebalancing innate racial features to meet this adjustment. Standard Human should have a rework, as +1 to all is terrible, especially with choice of racial ASI available to everyone. Variant Human should remain unchanged, being fine as is (if feats were standard, I expect this would have been the standard human).
  • Rebalance the classes. Remove "smite" as a class ability, replaced with smite spells. Ranger gets an overhaul to not suck. Other classes and subclasses tweaked as needed.
  • Fix the feats. Either boost up the weak/trap feats (my preference) or nerf the others down to the weak level. The second option will probably cause people to just not take feats, but whatever. The second option also works if feats are separated from ASI.
  • Tweaks the weapons, but this just won't happen. No one cares enough to make the change, no matter how much it's needed.
  • Expand exploration rules. The existing ones work, but not very well. More activities and better explanation of how to use them would be ideal. If not, at least provide examples of how they can be used based on the different styles of game.
  • Part of me wants magic item crafting and buying and selling options, but only so everyone shuts up about it. I feel this is one of the biggest gripes people have about the game that I find completely ridiculous.
 

They need to rewrite the descriptions for humanoids to ensure they have variety, are not evil-for-evil's-sake, and most importantly are not characterized in language that mimics real world racism and colonialism. I actually don't care about alignment or adding "typically" or any of that stuff. Especially if these humanoids are going to be playable, they need to have diversity of culture and things they contribute to the setting other than raiding and pillaging and serving as cardboard cut-out foes for the more "virtuous" humanoids.
 


Stalker0

Legend
So if we are going with a true backwards compatible, so we can't play too much outside the rules:

The Basics
  • Another try at the Ranger, Monk, and Sorcerer, aka the classes that generally have had the lowest user satisfaction.
  • General adjustments to class capstones.
  • Some adjustment to address Moon Druid "imbalance" at level 2.
  • A spell pass. Adjustment of levels and effects, perhaps removal of concentration for certain spells or at least some softening (aka casting at X higher level removes concentration requirements).
  • Cleanup on stealth rules, which is a scattered in the core rules and has some clarity issues.
  • Cleanup on surprise rules, which seems to be a point of confusion at many tables.
  • Magic Item rebalance, adjustment of effects by rarity.
  • Monster rebalance, CR adjustments for under/over performing monsters.
  • Feat Balance Pass
  • More Feats.... I doubt they will ever go as far as "feats are core", but its time to recognize they are used in a lot of tables
  • Do a bit more with tools or just remove the proficiencies in favor of more core skills. One or the other.
  • Make the race "flex bonus" that Tasha introduced core.
  • Some improvements to inspiration, which is sometimes seen as a weak mechanic.
  • Inclusion of secondary classes (like Artificer) and make them core.
One more Notch
  • Rebalance of classes into the "Prof Mod per Day" bonus away from short rest mechanics.
  • Possible adjustment to concentration itself (could consider splitting mechanic into "you can't stack this with other spells" and "you lose this spell when you take damage" components, instead of all in one)
  • Reintroduction of bloodied as a mechanic.
  • Adjustment to core healing and "death/dying" rules.... goal to remove the whack a mole a bit, make single hit death a little more possible.
  • Convert crits to "full double damage"
  • Major look at midtier and high tier monsters, with a major rebalance based on user feedback (aka many monsters are just over CRed, and can be dealt with by relatively low level parties).
  • Better gold sinks (magic items, followers, strongholds, etc etc, something to spend all that cash on)
  • Hire Nixlord to coordinate your artwork (seriously, his MMIII is the single greatest collection of dnd artwork in existence as far as I am concerned, its jaw dropping how many gorgeous pieces of art can exist in a single monster book).

Frankly I don't need tooo much though on the player side. 5e is pretty darn solid. Give me a readjustment sweep on spells, feats, etc to tone things up and you have handled the bulk of it. For me its really about the monsters, I think 5e monster design was a step back from 4e, the "bag of hitpoints" being a common critique. Give me a few player updates, but then give me a really slick new monster manual with lots of tighter math that utilizes the experience of years of play.
 
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doctorbadwolf

Heretic of The Seventh Circle
I agree, but I think there should be a handful of options based on their utility - a flying form, a swimming form, a climbing form, and a combat form at least.
Hell, I’d want each of those forms to have combat and utility uses, and is add (at least) “big beefy scary tank form”, “fast hard-hitting hard to pin down form”, and “tactically supportive form” (like imagine a wolf that grants advantage to allies by being adjacent to an enemy, rather than gaining advantage).

Then I’d add things like Spirit of The Wood which can basically be a dryad or a Treant, and other similar nature spirits that tie in with classic creatures and/or D&D monsters.
 

pukunui

Legend
Player's Handbook
  • Races presented in the new lineage format with cultural stuff not hard-coded in
  • Expanded class features from Tasha's incorporated into classes, including a wholesale revision of the ranger using the Tasha's replacement features
  • A more user-friendly / useful index
  • Inclusion of spell school in class spell lists (as they've done in subsequent books) and maybe also inclusion of which class can cast a given spell in its description (which they haven't done in any books yet)
  • More guidance on how to make tool proficiencies useful in the game
  • Improved (depowering the OP ones and increasing power of the weak ones)
  • Revision of overland travel rules to make it so mounts are actually useful on long journeys
  • Revision of druid's wild shape so it doesn't involve a weird mishmash of the PC's stats and the chosen monster's stats -- a bunch of generic forms that are modified by your stats (a la the newest pets for rangers and artificers and such)
  • Removal of concentration from some spells (the druid in particular suffers in that so many of its spells require concentration)
Monster Manual
  • Inclusion of proficiency bonus in statblock (practically a given)
  • Better rules around resistances / immunities (I'd particularly like to see special materials like silver and adamantine have more of an impact ~ like perhaps lycanthropes are immune to nonmagical weapon damage, resistant to magical weapon damage, but take full damage from silvered weapons [regardless of whether they are magical or not]
  • More interesting actions for some of the more boring creatures (like most beasts, giants, and the like) and/or more varieties of the common creatures (like more different types of goblins and kobolds and whatnot -- like how 4e used to do)
  • It sounds like they're getting rid of categories (e.g. demon, devil, dinosaur) but I'd really like to see them go back to using "Wolf, Dire" and "Spider, Giant" so that you get all varieties of one type of creature in one place instead of having all the giant creatures be found under "Giant"
  • More monster lore and some guidance on which knowledge skills are useful to learn that lore and how difficult / common that lore typically is (like in past editions)
Dungeon Master Guide
  • Incorporate session 0 advice
  • Replace planar affects with some more interesting than forced alignment changes
  • Improve downtime activities (I like the ones in Xanathar's better)
  • Include domain and mass combat rules
  • Improve the custom monster / CR determining guidelines
  • Provide better guidance on monetary value of magic items
  • Improved balance of magic items and rarities
  • Usable chase rules (the rules in the DMG suck; the variant rules in the season 2 DDAL adventure, "Cloaks and Shadows", are much better but could still do with some work)
  • Rules for harvesting plants and animal parts and the like - they've started to include some of this stuff in the more recent adventures, but I'd like to see some standardized baseline rules (or at least some baseline guidance) on how to adjudicate when your player wants to find some useful herbs in the forest or when they want to extract some spider venom from a giant spider the party has just killed
  • I know this will never happen but I would like to see both the assassin and necromancer moved out of the PHB and put in the DMG with the oathbreaker and death cleric. I also think the oathbreaker should be renamed, as I think it makes no sense that you'd get a whole new set of abilities just for breaking your paladin oath.

Something Chris Perkins said is that they're looking at developing some new rules for the exploration pillar. Hopefully they're taking some inspiration from AiME's Journey rules. I hope they include something usable, but I'm not sure if they should be in the PHB or the DMG.

Probably some more stuff that I can't think of right now.
 


AcererakTriple6

Autistic DM (he/him)
I agree, but I think there should be a handful of options based on their utility - a flying form, a swimming form, a climbing form, and a combat form at least.
I agree. I would do it similarly to the options granted by the TCoE Beastmaster Ranger, but probably include a Burrowing form, too. (And with mechanical choices when you wildshape, like how the summoning spells from Tasha's work. So you could turn into a "Burrowing Tank" creature that has natural armor, or you could do a "Nimble Swimming" creature that gets a bonus action disengage/hide, etc.)
 


doctorbadwolf

Heretic of The Seventh Circle
know this will never happen but I would like to see both the assassin and necromancer moved out of the PHB and put in the DMG with the oathbreaker and death cleric.
But assassination isn’t inherently evil, nor is someone who is trained in that skill set.

Assassin =\= paid murderer. The origin of the term comes from a group that used the methodology of stealth and fear to try to discourage persecution by the dominant socio-economic-ethnic group, and popular media characters with the skill set of assassins are often people who use guerilla tactics to fight a more powerful force.
 

pukunui

Legend
But assassination isn’t inherently evil, nor is someone who is trained in that skill set.

Assassin =\= paid murderer. The origin of the term comes from a group that used the methodology of stealth and fear to try to discourage persecution by the dominant socio-economic-ethnic group, and popular media characters with the skill set of assassins are often people who use guerilla tactics to fight a more powerful force.
That’s why I said it will never happen.

At the very least, I would like them to revise the assassin as it just isn’t all that great mechanically (aside from the level 3 ability).
 

Scribe

Hero
Turning all Planetouched into Lineages, a la the Gothic Lineages from Van Richten's Guide to Ravenloft (Tieflings, Genasi, Aasimar, etc).

Looking at how Feywild now communicates a race, is this even needed? Its already going to be completely wide open 'Choose your own.' across the board for everything, assuming its 'generally humanoid/human' with variation of 'small or medium' at most.

What is it that Ravenloft ones do differently for you?

EDIT: This is quite literally the likely format of an Aasimar for example, and the first 5 options will be applicable to most everything.
  • Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.
  • Age. About the same as a Human.
  • Type. You are a Humanoid.
  • Size. You are Medium or Small.
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
So REALLY.

Darkvision: Y or N. Some Resistance, a Healing Hands, and a Light Cantrip, thats your race.
 
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